When things get risky and dramatic, roll to see what happens. Grab a number d8 dice (usually denoted with a number followed by the letter d
) equal to the stat the Game Moderator picks to test, roll them, and take the highest to determine the outcome.
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Critical Success: multiple 8s
If there are multiple eights rolled then you have achieved a critical success. Not only do you achieve your desired outcome from the task, but gain an additional bonus effect. For example.
- Greater Effect
- A Secondary Effect
- Setting up a follow-up
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Clean Outcome: exactly 8
If the highest result on any of the dice is an eight (8) then you have achieved a clean outcome without resulting in any complications.
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Messy Outcome: either 6 or 7
If the highest result on any of the dice is either a six (6) or seven (7) then you have achieved a messy outcome. You achieved what you were after but there are some additional consequences to it.
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Grim Outcome: between 2 and 5 inclusively
If the highest result in anywhere from a two (2) up to a five (5) then you have achieved a grim outcome.
Typically you fail at the task you are trying to achieve with some additional consequences.However, it doesn't always mean that the outcome was a failure. Depending on the situation, you may still achieve the task you set out to perform, but instead have to accept some grave consequences.
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Disastrous Outcome: exactly 1
If all of your dice result in a one (1) then you have achieved a disastrous outcome, typically failing the task your where trying to achieve and putting the scene in a worse situation.
Disastrous Grim Messy Clean Critical 1
2
3
4
5
6
7
8
Multiple 8
s
In the event you are required to roll zero (0) dice, you instead roll two d8s and take the lower result as the outcome. Additionally, you cannot achieve a Critical Success, even if both dice result in an eight (8).
Adding Pressure
In more challenging situations the Game Moderator may choose to add a number of d6 Pressure Dice (denoted with a number followed by the letter p
) to increase the difficulty of the roll and simulate the player characters faltering under pressure.
For each six (6) rolled on the pressure dice, the outcome of your current action is cut by one level. As an example if you achieved a Clean Outcome for your dice roll but one of the pressure dice was a six. Then your Clean Outcome is cut by one level and becomes a Messy Outcome.
Other features of your character may also add additional Pressure Dice to your roll, for example taking damage.
These extra dice are denoted with a number followed by the letter p
(example: +2p
).
Critical --> Clean --> Messy --> Grim --> Disaster
Cutting Critical Successes
The only exception to the rule is when then player rolls a Critical Success. Each additional result of eight (8) counts as one level of critical and is canceled out by an equal number of sixes on the Pressure Dice. For example, if you rolled three eights (8, 8, 8) on your action dice then you would need to get two sixes (6, 6) on the pressure dice to cut your Critical Success down to a Clean Outcome. Or three sixes (6, 6, 6) on the pressure dice to cut the Critical Success down two levels to become a Messy Outcome.
Cutting Disastrous Outcomes
The result of your actions can not be cut any further below a Disastrous Outcome. For each additional cut below a Disastrous Outcome instead gains the Game Moderator a Tension Token. For example, if your dice result was a one (1) along with two sixes (6, 6) on the Pressure Dice, you cannot cut the result any further below a Disastrous Outcome, so instead the Game Moderator gains two Tension Tokens, one for each additional six rolled on the Pressure Dice.
Diminishing Resource Pools
While playing Contingency you may have a need to track resources, time or effort. A resource pool consists of a number of d8 dice, which may be determined by either your character sheet or the Game Moderator.
These Resource Pools can be applied to various different situations, including but not limited to:
- Time
- Pressure
- Tasks
- Resources
Consuming Resources
At times, you'll need to draw upon or advance your resource pools. When this occurs, roll all the remaining dice in the pool and remove any that result in 6 or higher (corresponding to a clean or messy outcome).
Depending on the type of resource pool you are rolling, the Game Moderator may allow you to drop a die out of the pool, before rolling it, in order to gain greater effect. When the objective is to deplete the pool, then the Game Moderator may impose a consequence in order to allow you to drop a die.
If you are consuming a resource in order to perform an action, the same resolution mechanics apply to the outcome as if it were a standard action roll.
Once there are no dice left within the pool then an event occurs, a situation ends or a resource becomes depleted. Ensure that the outcome is reflected as part of this fiction, and if a pool no longer matches up with the fiction either adjust the fiction or scrap the pool entirely.
In the event that no dice are dropped when rolling a resource pool, then the Game Moderate should instead apply a secondary effect, or a minor consequence, to the narrative.
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When a resource pool contains a single dice and that dice is not dropped after a roll, the player may choose to Push Themselves or the Game Moderator may choose to spend a Tension Token, in order to force the die to be dropped from the resource pool.
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Assisting Other Characters
You can assist another character by adding one d8 to their dice pool, that you yourself roll, at the cost of sharing in the risk of the roll. When doing so state how and why you are assisting, then narrate your contribution of the outcome, using your own result and bonds as a guide.
When you share the risk, you open yourself up to consequences, which can prompt a more powerful or additional impact move, or the Game Moderator may choose to take an additional Tension Token instead.
Teamwork making the dream work
When three or more player characters are working together, choose one of the characters to lead the roll and have the remaining assist. The selected character should be the best narrative choice in the moment of the fiction, which may not be the most skilled character to do so. The Game Moderator has the final say, in the selection.