House Rules

When you want to take action on your turn, simply declare your intent and the Game Master will give you a difficulty to roll. There are three types of actions. Simple Actions, Complex Actions, and Resisted Actions. As the player, the way to roll all three is the same. The only difference is where the difficulty number comes from.

If the action is a straightforward success or failure depending on a short amount of time then it is a Simple Action. Examples include assisting another player, leaping over a chasm, recovering from stress or finding a clue. The difficulty number is set in advance by the game master based on the following table.

Table: Difficulties
Action ___________ Difficulty______________ Extraordinary Success
Easy ………………………… 3 ………………………………………….10
Average ……………………7 ………………………………………… 14
Hard…………………………11………………………………………….18
Formidable ……………..15………………………………………….22
Heroic ……………………..19………………………………………….26
Incredible…………………23…………………………………………30
Ridiculous…………………27………………………………………..34
Impossible……………….31…………………………………………38

If the action is something that is very complex, takes many steps or requires large amounts of time or energy build up, then it is a Complex Action. Examples include hacking a complex security system, summoning an unknown spirit who is not present or performing surgery. In this case the player continues to roll until his rolls add up to the Threshold of success.

Table: Thresholds
Action________________ Threshold
Easy………………………………….15
Average……………………………35
Hard…………………………………55
Formidable………………………75
Heroic……………………………….95
Incredible…………………………115
Ridiculous…………………………135
Impossible………………………..155

If the action is being resisted by another character, then its a Resisted Action. In this case both characters roll a dice pool and the higher result wins with ties in favor of the defender. Examples include attacking someone.

Now that you know your difficulty, you can build your dice pool.

Extraordinary Success
If you hit the Extraordinary Success number on a Simple Action you get to step up the effect die one step for each level of extraordinary success over what was needed. If the player does not want to step up the effect die then they get a secondary effect die, equal to the number of steps over the needed roll, to narrate into their action.

Mishaps and Botching
When the player rolls a 1, then that die can not be added for creating a result and can not be used as an effect die. If the game master desires, he can use that die to create an effect against the players based off the roll that created it. An example might be using a D8 that came up as a mishap in a fight to create a D8 fire as they knocked over a lamp in the scuffle. If the Game Master chooses, he can keep the mishap die in a Disaster Pool to use to create a large scale mess for the players later.

If all the dice rolled come up 1s, then the player has Botched and injured themselves or others. The largest die should be applied as an appropriate Stress.

House Rules

X-3: Xavier's New Team ShannonStallard ShannonStallard