Learn by rolling
The rules explained
Four short lessons with dice you can roll. The numbers here come from the same rules the online table uses. For the full text, use the Rules Reference.
1. The Trait Check
Whenever something is risky, you roll two twelve-sided dice (2d12) and add your Trait’s MOD. A Trait’s Score runs from 1 to 100, and its MOD is the Score divided by ten, rounded down. Beat the Threshold the Game Master sets and you succeed.
2. Prowess and Stagger
Prowess rolls an extra die and drops the lowest. Stagger rolls an extra die and drops the highest. They cancel one for one. Being Adept in a Trait gives you Prowess, and adds your EXP to the total. Each can stack up to half your EXP, never less than 1.
| Level | EXP and Chance | Prowess/Stagger cap |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 1 | 1 |
| 4 | 2 | 1 |
| 6 | 3 | 1 |
| 8 | 4 | 2 |
| 10 | 5 | 2 |
| 14 | 7 | 3 |
| 20 | 10 | 5 |
Try your own level in the odds calculator.
3. Thresholds and Chance
Threshold names run from Novice (5) to Expert (30). If you miss, Chance lets you succeed anyway. How much it costs depends on how far you missed: under 5 short costs 1, 5 to 10 short costs 2, more than 10 short costs 3. Every use brings a Complication chosen by the Game Master. You have as many Chance as your EXP.
You fall 4 short: a Low failure. Turning it into a success costs 1 Chance and a Complication.
A level 6 Persona has 3 Chance (equal to EXP).
4. Resting
A Light Rest gives back 1 Chance. A Full Rest gives back all of it.
What you can do on a turn is set by the Core Actions, each with a Stamina cost. There are 22 of them, starting with Assist, Attack, Break. See them on the quick-reference cards.
