Success levels

In some situations, you need to know more than whether the character has succeeded at something — you need how well she succeeded. When that’s the case, check the result against the Success Level Chart. The greater the number of Success Levels, the better the character did. Some difficult tasks require more than one Success Level.

Example: When a character attacks someone, how well they struck influences how much they hurt the target. Add the Success Levels of the attack roll to the base damage of the attack. On the flip side, for uses of the Doctor Skill, each Success Level heals one point of damage.

For Supporting Cast Members that have Ability Scores, the damage listed in their Combat Manoeuvres already includes the bonus for Success Levels.

Success Levels Table

Roll Total Success Levels Description
9-10 1 Adequate
11-12 2 Decent
13-14 3 Good
15-16 4 Very good
17-20 5 Excellent
21-23 6 Extraordinary
24-26 7 Mind-boggling
27-29 8 Outrageous
30-32 9 Superheroic
33-35 10 God-like
Every extra 3 points thereafter +1 extra point Wow!


Getting the Wiggins

When the big hairy scary happens, the characters have to make a Willpower (doubled) roll (Qualities like Nerves of Steel or Fast Reaction Time help). This is known as the Fear Test. Modifiers may be called for. That’s up to the Director.

If the result of the roll is nine or higher, the character may be afraid or apprehensive, but she can act normally. If the result is eight or less, she wigs out. Use the Panic Table for inspiration.

Panic Table
Roll Result Effect
7-8 Startled The character is startled but not paralyzed, and can act normally. Initiative is lost, however; the critter wins Initiative automatically on that Turn.
5-6 Freak Out The character screams and/or flinches away. Only defense actions can be attempted on that Turn, and the character cannot go on Full Defense.
3-4 Run Away! The character takes off running like a spider-eating spine-missing Zeppo for a full Turn, unless cornered, in which case cowering in terror is on the agenda. No attacks are possible, and defense actions are at -2. After each Turn (or handful of seconds), a new Fear Test can be rolled (reduce any penalties by one with each successive Turn, until the character snaps out of it).
2 or less Total Terror The character is not in control of her actions. She may lose her lunch, pass out or suffer some other oh-so-embarrassing fate.

Combat

To make things go a bit easier when the rough stuff starts, the action is divided into segments, known as Turns. A game Turn represents a short bit of time — five seconds or so — during which characters can attack and defend. During a Turn, a normal character can attack once and defend from one attack without penalties. Experienced or fast characters can make more than one attack during a Turn.

At the beginning of each Turn, the players declare the intentions of their Cast Member. This is where they say, "I want to aim my crossbow," or "I cast a Spell." You decide if that action is possible in one Turn. Most simple actions are, but if a character wants to knock a large hole in a wall with her axe, she is going to need more than five seconds.

Then you determine who attacks first. The simpliest way is to have each character roll and add their Dexterity (and any Fast Reaction Time bonuses).

Once initiative is determined, the intended tasks are rolled. Usually, a character may only take one action per Turn, but those with Dexterity 5 or greater gain extra actions according to the Additional Actions Table.