01
Nerve Dice & Skill Rolls
When a rule calls for a Skill Roll or test, roll your Nerve Dice: two d12s, one Focus Die and one Panic Die. Add the two dice together, add the relevant Skill or modifier, then apply any Advantage or Disadvantage. If the final total equals or exceeds the required DC, the roll succeeds.
On a successful roll, if Focus is higher than Panic, the roll succeeds with Focus and any Focus effects trigger. If Panic is higher than Focus, the roll succeeds with Panic. Panic does not reduce the result or cause a successful roll to fail unless a rule specifically says otherwise.
If the Focus Die and Panic Die match, the roll is a Critical Hit.
On a successful roll, if Focus is higher than Panic, the roll succeeds with Focus and any Focus effects trigger. If Panic is higher than Focus, the roll succeeds with Panic. Panic does not reduce the result or cause a successful roll to fail unless a rule specifically says otherwise.
If the Focus Die and Panic Die match, the roll is a Critical Hit.
02
Advantage & Disadvantage
When a roll has Advantage, add 1d6 to the final total. When a roll has Disadvantage, subtract 1d6 from the final total.
Advantage and Disadvantage modify the total only. They do not change which Nerve Die is Focus or Panic and cannot create a Critical Hit.
Advantage and Disadvantage modify the total only. They do not change which Nerve Die is Focus or Panic and cannot create a Critical Hit.
03
Critical Hits
A Critical Hit occurs whenever the two Nerve Dice match. On a Critical Hit, gain 1 AP and trigger any effect that would trigger on Focus.
If the roll is an attack, double the number of Damage Dice rolled for that attack. For example, an attack that normally rolls 3d8 Damage rolls 6d8 on a Critical Hit.
A Critical Hit does not trigger Hazardous.
If the roll is an attack, double the number of Damage Dice rolled for that attack. For example, an attack that normally rolls 3d8 Damage rolls 6d8 on a Critical Hit.
A Critical Hit does not trigger Hazardous.
04
Ability Points (AP)
AP stands for Ability Points. At the start of each Battle Round, both players gain 1 AP. Additional AP may be gained from rules such as Critical Hits. There is no maximum AP limit.
If an ability has an AP cost, pay that cost before resolving the ability. Unless an ability explicitly states otherwise, using or spending AP does not require an Action.
05
Rerolls
When a rule allows a die to be rerolled, reroll that die and use the new result. A die cannot normally be rerolled more than once.
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