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Wild Die

Wild Die

AX.C.02.05

Every Challenge roll includes exactly one Wild Die. The Wild Die operates normally for success counting. It triggers two specific conditions based on the rolled result.

Explosion

When the Wild Die rolls a 6, it counts as 2 successes.

Implosion

When the Wild Die rolls a 1, remove 1 success from the total.

Critical Triggers

Optional Rule

We found that the double gated Critical Trigger can be missed during the heat of play. Players have to recognize, apply and manage the variables in addition to everything else happening during a scene. While not an overly complex mechanic, it does add more crunch to a system we intended to be lighter. We present the mechanics here as an option for those GMs or players that prefer it.

Critical Success

A Critical Success occurs when the overall Challenge succeeds AND the Wild Die shows a 6.

In combat, the GM or player selects one of the following effects:

  • Double the damage dealt to the target
  • Gain Advantage on the next attack roll against the same target
  • Create an immediate Opportunity Attack against one adjacent secondary target

In non-combat Challenges, the success produces an enhanced outcome appropriate to the action:

  • Reduce the action's economy cost (Primary Action becomes Minor; Minor becomes Free)
  • Improve the quality of the result (discover additional information, restore extra Health, achieve a more favorable social outcome)

Critical Failure

A Critical Failure occurs when the overall Challenge fails AND the Wild Die shows a 1.

In combat, the GM selects one of the following complications:

  • The character drops (minor action to retrieve) or damages their weapon (-1D on attack rolls till repaired)
  • The attack strikes an adjacent ally, dealing the roll's full damage
  • The character loses footing and falls Prone (minor action to stand up)

In non-combat Challenges, the failure produces a complication tied to the action's context:

  • Disadvantage on any immediate second attempt
  • A secondary consequence is triggered (an alarm is raised, false information is accepted as true, a Kit's bonus die is consumed without effect)