Dice Factors

Dice factors are the tools both players and Narrator use to affect a roll. Players can add to their pool by paying a cost, while the Narrator adjusts risk and impact.

Narrator Tools

Before a player’s roll, the Narrator can influence that roll with one of the following factors, which help establish the risks and rewards of a given roll.

The Narrator might determine the difficulty of a roll, based on the suitability of an approach.

If the difficulty is favourable or advantageous, after rolling, they will raise the lowest die by one.

If the difficulty is unfavourable or disadvantageous, after rolling, drop the highest die by one.


If a Hero’s approach is risky, the Narrator will set a level of danger. It is only used on Action rolls.

Danger is represented by danger dice, roll alongside their main dice.

Danger dice only come into play on a swing or miss.


The Narrator might set a degree if the goal or problem could not be resolved in a single roll.

It’s an example of a progress clock, to track contributions to a goal over time.

Players’ Tools

A player has several tricks to boost their dice pool, or improve their roll.

Once the base dice pool has been set, players can use any of the following options to increase their dice pool by 1 die.

However, each option can only be used once for any given roll.

Players can Burn Flare (2) to push beyond normal limits and gain +1d.


Players can Tempt Fate, giving the Narrator a Fate token, to gain +1d.


Another Hero can directly help provided it makes sense within the fiction; they then add 1 of their own dice to that player’s dice pool.


After the roll, a player can spend 1 Luck to raise any Hero dice by 1.

Multiple points of Luck can be spent this way.