Each Corporation will grant the player's skill dice to use when performing specific skills in which the Corporation or Syndicate excels. The basic dice are the same regardless of the Techglomerate; however, there is one fundamental difference between Corporations and their more shady Syndicates counterparts.
You add Corporation dice to player rolls. You deduct Syndicate dice from a GM roll or static number. This is not always the case, but it's a good general rule. Some higher-tier abilities allow you to make the roll after the initial dice roll but before the GM reveals the outcome.
Rank Level | Core Dice | Or Break Dice | Or Break Dice | Or Break Dice | Or Break Dice |
---|---|---|---|---|---|
1 | 1d4 | -- | -- | -- | -- |
2 | 1d6 | 2d4 | -- | -- | -- |
3 | 1d8 | 2d6 | 4d4 | -- | -- |
4 | 1d10 | 2d8 | 4d6 | 8d4 | -- |
5 | 1d12 | 2d10 | 4d8 | 8d6 | 16d4 |
:----------: | :----: | :-------------: | :------------: | :------------: | :------------: |
6 | 2d12 | 4d10 | 8d8 | 16d6 | 32d4 |
7 | 3d12 | 6d10 | 12d8 | 24d6 | 48d4 |
8 | 4d12 | 8d10 | 16d8 | 32d6 | 64d4 |
9 | 5d12 | 10d10 | 20d8 | 40d6 | 80d4 |
10 | 6d12 | 12d10 | 24d8 | 48d6 | 96d4 |
Rank five shows you how the dice break down; the higher ranks indicate what you could do if you broke down all your dice.
You gain a 1d4 Boon to add to your roll, For instance your background will grant you a Boon in two skills.
Boons and Banes These Increment so if you have a Boon from multiple sources the Dice size increases by one for each additional source.
Boon(1) 1d4 => Boon(2) 1d6 => Boon(3) 1d8 => Boon(4) 1d10 => Boon(5) 1d12.
This pattern repeats for each additional source above 5 so for instance if you had 6 People helping you, you would gain a 1d12 + 1d4 to the roll.
A Banes is the opposite of a Boon and they cancel each other out. If you have two Boons written as Boon(2) (so a 1d6) and one Bane(1), you would Roll a 1d4 and add that to your result.
Characters can gain a Boost+ from a variety of sources, Boosts are a +2 that you add to a roll that Stacks. So if you have two Boosts (a Double Boost) you roll and add +4 to the roll. Your movement can also be Boost'ed, in this case the +2 applies to the number of squares you can move.
The opposite of Boosts. Bothers+ are a Stacking (-2) to a roll. If you have a Condition or effect that grants you one or more Bothers (Or a Double Bother), you deduct them from your Roll. Your movement can also be Bothered, in this case the -2 applies to the number of squares you can move.
Thus Boosts and Bothers cancel each other out.
A Helping Hand.
The most common boost players will get is from there squad mates providing a Helping Hand action. This is a +2 to the roll, which stacks with other boosts and other people helping.
Certain Effects in Cybercore apply Stacking Modifiers, These are normally depicted with a + symbol following it's name. Eg Boon+. This means every application of the Stacking Modifier stacks with any previous application of the Stacking Modifier and any success roll to remove a Stacking Modifier removes only a single instance from that Stack.
When a roll is used to determine the application of a Stacking Modifier an Extra Stack is applied for every 5 points by which the roll exceeds the DC.
If you have Advantage, your roll twice and take the better result. with Disadvantage you roll twice and take the Lower result.
In cybercore Advangate and Disadvantage stack. For each additional Advantage or Disadvantage you have in a given situation you roll one more die. Rolling 3 die is called Advantage-3, Advantage caps out at a maximum of 4 dice (Advantage-4). .
Advantage and Disadvantage don't just affect d20 rolls you may make, You can have Advantage and Disadvantage on any roll, in which case you roll all dice twice and take the highest or lowest total result.
When ever a Creature (Player or NPC) Rolls one or more 1d20's and the highest Roll is a Natural 1, it is considered a Critical Failure. When there is a Critical failure a calamity occurs.
A Calamity Anything that can go wrong will go wrong in the worst possible way. A Calamity is an Opptunity. Use it to spice up your game sessions.
Think of a Calamity as the ultimate curveball, the cherry on top of a series of unfortunate events that turns the game on its head in unexpected ways. Here's how you can make the most of these moments without turning the tide against the fun:
This is a great opportunity for the GM to add some dramatic tension to the game. A Calamity shouldn't outright TPK the party unless it's simply the last roll on a string of very bad rolls that got them into the situation in the first place. The Idea is for everyone to have fun at the table, the GM is not the adversary of the party, but if the dice cause a characters death so be it, as the Players roll most of the dice in Cybercore, it's difficult for the GM to fudge any rolls to prevent it. In the end sometimes all they can hope for is a Heroic death.
Certain Tricks, Talents, and Feats may grant you a wild Die of a certain size. When they do, add a different color dice of that size to your dice pool for the affected skill or weapon. When you roll, add that dice to your roll total, if that die rolls the highest number (i.e a 6 on a 1d6), it "explodes", then you roll the wild die again and add that, you continue to do this until it doesn't explode.
When something stacks in Cybercore, you simply add them together this can be a fix number or another dice. You simply add or deduct it from the result.
For instance Boosts (a +2) stack, so if you have a two Boosts (Boost(2)) they add together to grant +4 to your roll.
Certain dice or conditions Increment the size of the dice you roll. For instance, if you have a Boon from a single source, you roll a d4. If you have two Boons, you roll a d6, and so on.
So a Boon from multiple sources increases Dice size by one for each additional source.
1d4 => 1d6 => 1d8 => 1d10 => 1d12.
This pattern repeats for each additional source above 5 so for instance if you had 6 People helping you you would gain a 1d12 + 1d4 to the roll.
This is a great mechanic for GM's to use when they want to give the players a bonus from outside help, say a they have incited an Angry mob as a distraction while they sneak into a secured area. It's dosn't have to Increment on a single person, for every 5 people it could increment the Dice size by 1 so a Mob of 20 grants a +1d10, it up to the GM to pick a number that makes sense for the situation.
This allows for what might seem like a High DC Challenge become a little more manageable, while still keeping the risk of failure high.
Mob Of 20 Angry People = Inc 4 Scouting the Complex = Inc 3 Complex Blueprints = Inc 4 Bribing the Guard = Inc 5 Looping the 3 Security Cameras = Inc 3 Injecting a mild sedative into the drinking fountain = Inc 2
Total Inc = 4+3+4+5+3+2 = 21 21 / 5 (1d4 => 1d12) = 4.2 => 4d12 + 1d6
So 1d20 + 4d12 + 1d6 will average a DC of 40 even before you account for the squads Stealth
For inter squad assistance especially when timing is tight as in combat use a A Helping Hand.
The most common boost players will get is from there squad mates providing a Helping Hand action. This is a +2 to the roll, which stacks with other boosts and other people helping.
When players roll Social dice, they roll them hidden and at there choice may lie about the result.
The GM can call em out on it...
If the GM calls the player out and he's wrong the Player gets one better success, if the GM was right and the player was fudging his roll, a calamity occurs.