GrokSheet: The Basics

Making Tests

  • Skill tests are made by rolling a number of d6 equal to Skill + Linked Attribute + Modifiers. Some tests use just two appropriate Attributes + Modifiers or Attribute*2.
    • If you don’t have the skill, you roll only the Linked Attribute – 1 + Modifiers.
    • If modifiers reduce the dice pool to 0 or less, you fail automatically unless you spend a point of Edge, at which point your Edge score becomes your dice pool for the test.
    • As long as the pool is > 4, you can reduce it by 4 for an automatic success.
  • Hits: Each die that rolls 5 or better is a Hit.
  • Glitches: If 1/2 or more of the dice rolled are 1s it is a Glitch. Glitches are inconvenient but not damaging unless you rolled no Hits on the test, in which case it is a Critical Glitch.
  • Rule of Six: If you spend Edge on a test (see below), any die that rolls a 6 counts as a hit and can be rolled again. Additional 6s are re-rolled until the die comes up something other than 6.

Types of Test

  • Success Tests requre a number of Hits (the threshold) depending on the difficulty. Easy 1, Average 2, Hard 3, Extreme 4.
  • Opposed Tests involve two people rolling appropriate skills. Whoever rolls more Hits wins. Vs. a group, the opposing group rolls a single test plus one die per extra person.
  • Extended Tests involve several tests rolled at set intervals until the threshold is reached. Rolling a Critical Glitch during an Extended Test results in immediate failure. You can cut the interval in half to rush work, but this causes Glitches on a 1 or 2.
  • Teamwork: If appropriate, teammates can assist a test. Each assistant rolls the same test, with each Hit rolled adding 1 die to the primary character’s dice pool. If any assistant gets a Critical Glitch it raises the threshold for the test by 1, or by 3 for an Extended Test.
  • Critical Success: If you score 4 or more hits over the threshold (or the opponent’s score for Opposed Tests) it is a Critical Success. This may earn a point of Edge if success was against the odds.

Spending Edge

Edge represents your luck, fate, or the will of the gods/spirits. A character’s Edge attribute represents a pool of points that can be spent during gameplay for various benefits. Edge normally refreshes at the start of each game session, but some actions may earn Edge during gameplay. This includes impressive roleplaying, heroic self-sacrifice, achieving important story or personal goals, scoring a critical success against the odds. Additionally, whenever you roll a Critical Glitch you earn a point of Edge to balance the scales. You can never have more Edge points than your full Edge attribute.

You can spend one point of Edge to:
  • Before rolling any one test (or one interval roll on an Extended Test): Add a number of extra dice equal to your full Edge attribute to the dice pool. All dice rolled are subject to the Rule of Six.
  • After rolling a test: Roll your full Edge attribute and add any Hits to the test’s total. Rule of Six applies only to the Edge dice, not to any already rolled.
  • After rolling a test with no Hits: Re-roll all the dice for the test.
  • On a test with 0 dice pool due to modifiers: Make a Long Shot Test using only your Edge dice. Rule of Six does not apply to this roll.
  • Go first in the Initiative Pass, regardless of your Initiative Score. If more than one person spends Edge for this effect, they go in order of Initiative Score, then everyone else goes in order.
  • Gain 1 extra Initiative Pass for that Combat Turn only.
  • Negate the effects of one Glitch or Critical Glitch.
  • Invoke the Dead Man’s Trigger rule (see GrokSheet: Combat)

A character can only spend Edge points on their own actions. No more than 1 point of Edge can be spent on a specific test or action. If you spent a point of Edge for extra dice and rolled a Glitch anyway, you can’t spend Edge to negate the Glitch.

Burning Edge
In dire straits you can burn a point of Edge for special benefits. Burning a point of Edge permanently reduces your Edge attribute by 1. Burning Edge grants one of the following benefits:
  • Automatically achieve a Critical Success on one action. You must be capable of carrying out the action normally. You cannot burn edge to succeed at a task you had no hope of achieving. You do not regain Edge points for this success.
  • Escape certain death. You may not escape unharmed, but one way or another your character survives the nuclear detonation, avalanche, sniper’s bullet, etc.


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