Reaction Roll
Some moves prompt a reaction roll. This is a roll in response to an attack or a hazard, representing your effort to avoid or withstand the effect.
Reaction rolls work similarly to action rolls, except they don’t generate Hope, Fear, or additional GM moves. Additionally, other characters can’t help you on a reaction roll—every second counts, so you’ll have to handle this alone!
When you make a reaction roll, the GM tells you what trait to use, then you make a roll with the Duality Dice as if it were an action roll. As with action rolls, if you want to add a bonus to your reaction roll, you must decide to do so before you roll. An effect requiring a reaction roll often says something like: “The target must succeed on an Agility Reaction Roll (14) or take 3d12 physical damage”. In this case, if the target fails to meet or exceed the Difficulty of 14, they take the damage from the effect.
Example: The GM describes a mage’s explosive spell hurtling toward Nolan’s rogue Lavelle, then asks Nolan to make a reaction roll using Agility. Nolan rolls his Duality Dice, adds his Agility, and gets a 19, beating the assigned Difficulty of 16. It’s a success! The GM asks Nolan to describe how Lavelle avoids the attack.
If you critically succeed on a reaction roll, you don’t clear a Stress or gain a Hope, but you do ignore any effects that would still impact you on a success (such as taking damage or marking Stress).
Adversaries also make reaction rolls, though they follow slightly different rules (see the “Adversary Reaction Rolls” section in chapter 3).
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