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Adversary Reaction Roll

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Adversary Reaction Roll

Some PC moves can force an adversary or other NPC to make a reaction roll. When this occurs, roll a d20 to determine whether they succeed or fail. If you meet or exceed the roll’s Difficulty, the NPC succeeds and avoids the consequences. If they roll below the target number, the NPC fails and suffers the consequences.

Because NPCs don’t have character traits like PCs do, you can spend a Fear to add any of the adversary’s relevant Experiences as a bonus to their reaction roll.

Example: Rune is chasing a Masked Thief and unleashes the Fireball spell to slow them down. The Masked Thief has the very relevant Experience of Acrobatics +3, so the GM spends a Fear and adds +3 to the reaction roll .

On the other hand, if you feel like the adversary would be particularly weak against the PC’s move, you can instead impose a penalty on the adversary’s roll.

Example: Rune the wizard casts Fireball on a Zombie Pack and their commander, a Skeleton Knight . The Difficulty on the reaction roll is 13. The GM rules that a Zombie Pack is particularly ill-prepared to avoid a fireball, as they’re weak against fire and unlikely to dodge quickly, so the GM imposes a −3 penalty on the roll.

The GM rolls a d20 for the Zombie Pack and gets a 13. With the −3 penalty, they fail and take full damage. The GM rolls again for the Skeleton Knight and gets an 18, which passes the reaction roll. The Skeleton Knight takes half damage per the mechanics of the Fireball spell.

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