Chapter 4 of 12 · about 5 minutes
Chance and Complications
How to turn a failure into a success, what it costs, and how Chance comes back.
First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.
What Chance is
Chance is a small pool of charges. You have as many charges as your EXP. After you fail a Trait Check you can spend charges to succeed anyway. The price is a Complication: something gets harder or more costly later.
| Level | EXP | Chance charges |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 1 | 1 |
| 4 | 2 | 2 |
| 6 | 3 | 3 |
| 8 | 4 | 4 |
| 10 | 5 | 5 |
| 12 | 6 | 6 |
| 14 | 7 | 7 |
| 16 | 8 | 8 |
| 18 | 9 | 9 |
| 20 | 10 | 10 |
Spending it
- Make your Trait Check and fail.
- Look at the degree of failure: Low costs 1 charge, Moderate costs 2, Critical costs 3.
- If you have enough charges and want to use them, spend them. The check now counts as a success.
- The Game Master picks a Complication.
If you are Adept in the Trait you just rolled and have 2 charges left, you can spend them to make an ally's failed check succeed instead.
Complications
A Complication is a hindrance. It should make the next few minutes more interesting, not end the game. The Game Master chooses, and the table can suggest.
- Additional Trait Check (e.g. Sneak to stay hidden, Resist to prevent extra trap damage)
- Higher Threshold for an important Trait Check later in the day
- Trivial or Harmful injury
- Extra hostile Foes or a Skirmish
- Additional trap or ambush, or a foiled attempt
- Infamy increase
- Foe behaviour changes towards the Persona
- Temporary loss of an ally (imprisoned, threatened, unconscious, bribed)
- Limited access to new Equipment or higher vendor prices
- Temporary imprisonment
- Limited or conflicting information gathered
- Information gained on the Persona in return (secret alliance, weakness, ability)
Getting Chance back
| Rest | Chance restored |
|---|---|
| Light Rest | 1 charge |
| Full Rest | All of it |
Tip. Chance is for the moments that matter. A Persona that spends it on every miss has nothing left when the boss arrives.
