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