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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.

Chance by level
LevelEXPChance charges
111
211
422
633
844
1055
1266
1477
1688
1899
201010

Spending it

  1. Make your Trait Check and fail.
  2. Look at the degree of failure: Low costs 1 charge, Moderate costs 2, Critical costs 3.
  3. If you have enough charges and want to use them, spend them. The check now counts as a success.
  4. 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

Rests and Chance
RestChance restored
Light Rest1 charge
Full RestAll 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.