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Outcomes

When you roll for a skill or trick, there are four possible outcomes: Glitch, Fade, Success, and Cool Success.

Universal Outcomes

Each trick's specific outcomes chart is modeled after the universal outcomes chart shown below. It shows how to determine if a result is a Glitch, Fade, Success, or Cool Success. The GM should also use this chart to adjudicate improvised tricks when they arise.

For the purpose of determining outcomes, treat the range from 2 - 7 as a Trivial DL and 39+ as an Impossible DL. This framework allows for a Fade on an Easy (8) DL, a Glitch on a Moderate (14) DL, and a Cool Success on an Extreme (32) DL.

Rolling double 10s on 2d10 automatically results in a Cool Success.

Outcome Roll Description
Glitch Falls in the DL range two or more levels lower The task failed with a complication
Fade Falls in the DL range one level lower The task was completed successfully but with a complication
Success Hits the DL range The task was completed successfully
Cool Success Over the DL range The task was completed successfully and with an extra benefit

Trick Outcomes

When you use a trick included in these rules, you should use the specific outcomes chart included in its description. Each trick has its own outcomes chart but the structure of the four outcomes always follows the universal outcomes shown above. As an example, the outcomes chart for the Persuade (Haggle) signature trick is shown below.

Outcome Description
Glitch You get 20% worse price and their [Attitude] worsens
Fade You get 20% better price and their [Attitude] worsens
Success You get 20% better price
Cool Success You get 20% better price and a [Gift]

For example, a player rolls Persuade (Haggle) with a DL of Moderate (14). After applying bonuses, their roll results in a 15. This is a Success because the result falls inside the DL range for Moderate (14), which is 14-19.

Opposed Outcomes

When the rules call for an [Opposed] roll (or when the GM decides an [Opposed] roll is appropriate), you and the GM both roll, add your bonuses, and compare results. Tricks that use [Opposed] rolls have their own specific outcomes. When the GM declares an action to be an improvised trick, they should refer to the chart below to determine the outcome of the contest.

Outcome Roll Description
Glitch Lower than the GM's roll The task failed with a complication
Fade Equals the GM's roll The task was completed successfully but with a complication
Success 1-5 higher than the GM's roll The task was completed successfully
Cool Success 6+ higher than the GM's roll The task was completed successfully and with an extra benefit
For example, a player wants their character to use Brawl (Grapple) on an opponent. This is an [Opposed] roll, so both the GM and the player roll. After applying their bonuses, the GM's result is 9 and the player's result is 12. This is a Success because 12 is 1-5 higher than the GM's result which was 9.