QUICKIES
Quickies are where a character is trying to do something, and whatever the result the task will be over quickly. Quickies have four basic difficulties,
6 for tasks which even a person without specific training should be able to manage
8 for tasks which require some training
10 for tasks which require very specialised training, or some luck.
And a difficulty of 2d6 + skill if someone is actively opposing the character, as for example in a chess game.
A quickie is resolved by rolling 2d6 against the difficulty, adding the relevant skill, and with any DM.
Sometimes a quickie will involve an attribute. In this case, each participant tries to roll under the relevant attribute; if one fails and the other succeeds, the winner is obvious, otherwise success goes to the one who failed by the least or succeeded by the most, with ties going to a second round. DM still apply to attribute quickies.
Some actions within a Conflict (see below) may be resolved as Quickies, for example if Jen wishes to knock Alex off her feet or grapple her, those would be resolved as Quickies.
Triumphs and Balls-Ups
Rolling 1, 1 on the 2d6 is a balls-up; rolling 6, 6, is a triumph. Players describe balls-ups, and GMs triumphs.
Complementary Traits
Sometimes related traits may assist each-other, this is a complementary trait. Bringing it in takes extra time, and must be done consciously.
For example, Samantha is walking along and someone is lying in wait to shoot her. She has Awareness 8 and Observation+1, and her player has recently said, "When I walk down that alley, I keep my eyes open!" so that her Awareness - if she rolls 8 or under on 2d6 - will complement her Observation, giving +1 to it. Had she just been cruising along listening to her radio, only her Observation would matter. Of course she is now walking a little more slowly, so that the shooter may realise she's expecting trouble.
An attribute will be complementary if the player rolls equal to or under it on 2d6.
A skill will be complementary if the player rolls 8+ on 2d6 + relevant skill for the first complementary skill, 10+ for the second, and so on.
A complementary trait test never has a triumph or balls-up, it only succeeds or fails.
As soon as one complementary attribute or skill roll is failed, or the group runs out of things to help with, the player must roll the primary skill.
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