![]() ![]() The players get the first two slots in the turn, and the NPC get's the 3rd. Example: JP gets 2 successes, Strippin gets 1, and the NPC gets 1. Initiative is pretty simple, everyone rolls against a stat (cool or vigilance depending on the situation), and then the GM ranks everyone by number of successes.It gives a failure (that can be balanced by a success) and can trigger strong negative effects like from threat, but worse. This is, unsurprisingly, the opposite of triumph.Think of the second bit as super advantage. The success of a triumph can be negated by a failure, but not the advantage portion. Triumph gives a success, AND can activate advantage abilities or other powerful modifiers that are better than just plain advantage.Threat cancels out advantage, and can make a failure worse, or reduce the effectiveness of a success (managing to hack open a door, but it breaks and can't be closed). Advantage can also make a failure not as bad (failing to slice a computer, but getting another attempt) but it will still always be a failure. Advantage lets you get a better outcome on a success, or activate certain special things on a success.Obviously you need more successes than failures to succeed an action. A failure symbol (from the difficulty dice) cancels out 1 success each. ![]() I took it upon myself to create this quick reference. ![]() The latter is not ok.Īre you really, really confused right now? Me too. There's a difference between having a negative opinion about a situation, and actively insulting or insinuating something about someone.
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