/ mechanics.md
mechanics.md
 1  # Rolling
 2  
 3  The MC will ask the player whose character triggered a move to roll. “Roll” means to throw two, six-sided dice and add their results to a modifier from your chosen resonance; you will always add a modifier unless a move explicitly instructs you not to (or to add something else). You choose which resonance’s modifier you add each time you roll, just say what it is in the situation making you feel that particular way. 
 4  
 5  Sometimes, you may roll with advantage or disadvantage: you'll roll three, six-sided dice and add the two highest or two lowest results, respectively, to your chosen modifier. Often, disadvantage and advantage are referenced with “forward” and “ongoing:” forward means on the very next roll and ongoing means until the mc says you don't have “ongoing” anymore.
 6  
 7  Resources can be crossed out to take advantage forward on any roll.
 8  You will see the total result (dice plus modifier) referred to as a “miss” or a “hit:” a miss is any total result of six or lower and a hit is any total result of seven or higher.
 9  
10  ## Surges
11  
12  When you choose a resonance as part of your roll, you also mark a surge in that resonance. Each resonance has an opposing resonance; when you mark a surge in one resonance, clear a surge from its opposing resonance (opposing resonances are listed below). You can have a maximum of five surges in any resonance and no less than zero.
13  When you mark your fifth surge, you have over-surged that resonance and immediately trigger alleviate. Often this looks like your character acting in the throes of whichever resonance is over-surged: a choleric vampire lashes out against imagined insults; melancholy is literal, offering sober analyses; phlegmatic is uncooperative unless it’s their idea; and sanguine is too happy, bright and insufferable.
14  Players should express their over-surge, along with their choice when alleviating, in a way that makes sense for their characters.
15  
16  - Choleric and Phlegmatic are opposed;
17  - Melancholic and Sanguine are opposed.
18  
19  ## Messy Criticals & Failures
20  
21  There are two special dice results to look out for: double sixes and double ones (“boxcars” and “snake eyes”). If you’re rolling with disadvantage or advantage, ignore the highest or lowest die, respectively.
22  
23  When you roll two sixes, you achieve a messy critical: this is the same as a hit normally, but it's pushed further. Somehow your monstrous side has expressed itself in whatever move you made and the hit is exaggerated, something like a critical success with a complication. Work with the mc to determine the effect. 
24  
25  When you roll two ones, you’ve made a messy failure: just the same as a messy critical, but with a miss. The miss is bad, either for you, the environment or everyone else. Think of this like a critical failure. In some way, your monstrous side (perhaps to compensate inopportunely) expressed itself and made the situation worse, desperate or dangerous.
26  
27  # Conditions
28  
29  Conditions are open-ended and usually assigned by the mc as a cost or complication to a move, though they can come from other sources as well. Conditions affect your character: restricting actions, predetermining a npc’s reaction or modifying dice rolls. However, Conditions might also reveal opportunities or relationships, so they can be unexpectedly positive, too. There is no limit to the number of conditions you can have, but, if a character has three or four, consider worsening or complicating one instead of adding a new one.
30  Conditions can be removed by fulfilling a fictional requirement that makes sense for the condition. For example, working a job could remove a condition like “in debt.”
31  
32  On the other hand, Conditions can also feasibly end a character; if a vampire stays in the sun, “burning in sunlight,” they will incinerate. There’s no walking away from being turned into a pile of ash.
33  
34  # Hunger & Blood
35  
36  Your prowess as a vampire is expressed by blood. This represents your fine-tuned control over your capabilities as a supernatural predator and can easily be wielded. However, blood always hangs in balance with your hunger. As you ***rouse*** your blood, you will naturally increase your hunger and decrease what potential you have available. Push too far and you will ***frenzy***.
37  
38  In addition to ***rousing***, you always increase your hunger by 1 when the result of a roll is a miss. If your roll is a messy failure, increase your hunger by 2.