Created Saturday 26 August 2023
Rolling a 1 also lets the player roll again for an additional effect:
- 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):
- Bland / No good reason
- Pretty good reason
- Good, sold reason
- Clever reason
- Ingenious reason
- Genius reason
- For attack rolls, it's to project damage to the rear stack of OPs & HPs.
- The defender makes a defense skill roll, unmodified by environmental mods.
- A successful roll creates a negative mod on the attacher's breakthrough
- An unsuccessful roll gives no additional negative mod
- The attacker then makes an other attack roll. This special attack costs no APs, but cannot be modified with APs
- It is modded with OPs (if either side so chooses) and any other (e.g., environmental) mods
- A successful attack instead hits the rear-line OPs & HPs
- A suppression suppuresses like normal
- An unsuccesful attack removes 1 OP from the front line (or rear, of course, if the front line is empty)
- The defender makes a defense skill roll, unmodified by environmental mods.