Contingency RPG


Early Playtest

Rolling the Dice


Early Playtest

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.

Disastrous Grim Mixed Clean Critical
1 2 3 4 5 6 7 8 Multiple 8s

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 Mixed 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 --> Mixed --> 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:

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 mixed 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.

When a resource pool contains a single dice and that dice is not dropped after a roll, the player may choose to Take A Mark or the Game Moderator may choose to spend a Tension Token, in order to force the die to be dropped from the resource pool.

Note

Pressure Dice to not apply to Diminishing Resource Pools.