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One!

Created Saturday 26 August 2023

Rolling a 1 also lets the player roll again for an additional effect:

  1. For non-attack rolls, this is usually for the cance to gain a free, vanilla OP point (Unless othewise notes that a 1 means something else.)
    • That playermust concoct / (micro)play a story about gaining something---some edge, object, info., etc.---from that situation.
    • The plausibility/creativity of that stoy begin a magnitude of a roll to gain that goes-with-anything OP. (So, yeah, even for no effort, you get a 10% chance for a free OP):
      1. Bland / No good reason
      2. Pretty good reason
      3. Good, sold reason
      4. Clever reason
      5. Ingenious reason
      6. Genius reason

  1. For attack rolls, it's to project damage to the rear stack of OPs & HPs.
    1. The defender makes a defense skill roll, unmodified by environmental mods.
      1. A successful roll creates a negative mod on the attacher's breakthrough
      2. An unsuccessful roll gives no additional negative mod
    2. The attacker then makes an other attack roll. This special attack costs no APs, but cannot be modified with APs
      1. It is modded with OPs (if either side so chooses) and any other (e.g., environmental) mods
      2. A successful attack instead hits the rear-line OPs & HPs
      3. A suppression suppuresses like normal
      4. An unsuccesful attack removes 1 OP from the front line (or rear, of course, if the front line is empty)