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Core RulesOverworld PlayTaking Action

Overworld Checks

Rolling an Overworld Check

Overworld checks are resolved similarly to a scene check (the roll is distributed among the players). The GM does not roll; his action always automatically succeeds.

  1. One hero in the party leads the action and makes the d6 roll.
  2. Another hero adds an attribute to the roll that matches the nature of the action (this is determined by the GM). Marshaling forces to intimidate the locals would be Mighty, whereas sneaking munitions across the border probably counts as Deft.
  3. A third hero adds a skill or a story tag to the roll.
  4. Any modifiers from factions are applied.
  5. The GM may then apply a weakness tag from any of the heroes, or from the overworld, against the roll.
  6. The roll is made after all these declarations.

If there are fewer characters than three to participate, a single character may make the roll and apply the attribute. If there are more than four heroes involved, the extra heroes still collaborate, and their participation allows for more options within each part of the roll: alternative story tags, skills, or a choice of attribute scores or attributes with alternative advantage/disadvantage values.

Interpreting Results

Poor (6 or less)The action fails, and the GM may create a story tag instead.
Average (7+)The action succeeds at a cost, and both the GM and the players may create a story tag.
Good (11+)The action succeeds, and the players may create a story tag.
Exceptional (13+)The action succeeds, and the players may create a story tag with 2 uses.
Extraordinary (17+)The action succeeds, and the players may create 2 story tags.
Legendary (21+)The action succeeds, and the players may create 2 story tags with 2 uses.
(The results are not cumulative.)

Invoking Global Story Tags

Players can invoke story tags created in the overworld to confer a +2 to any roll that makes sense; story tags created by the GM function as weakness tags that confer a -2. Remove a story tag from the map after it's used in any game mode, unless it has more than one use.

As a player, you can use any story tag on the map that makes sense for the situation the same way you might use any of your hero's story tags (though you cannot apply both global story tags and story tags from your hero on the same roll). If your party created Propaganda in the Empire, for example, that tag can confer a +2 to a roll where making use of that propaganda in the fiction would help you. If a hero is trying to give a monologue to the rebels in the city, this tag would make sense to invoke when making the check to determine the success of the monologue.

Similarly, if the GM created a tag Mister Loan is Wanted for Murder, the GM can apply a -2 to any roll in the fiction where it makes sense. Say the party is trying to negotiate with a merchant for a discount, but the merchant is aware of Mister Loan’s wanted status: this would be a good place for the GM to invoke the tag.

Skills & Overworld Checks

Most physical skills cannot be used in the overworld because the heroes may not be individually involved in the action. All weapon skills as well as Athletics, Survival, Reflexes, Performance, Perception, and Nature generally do not apply to most overworld checks. Skills like Domain Knowledge (Military Strategy) or Trade (Smuggling) might be applicable because such knowledge can be conveyed through diplomacy to the party's allies, in ways that a hero's other skills cannot. Defer to the GM's judgment as to what skills may apply when making an overworld check.

Stances & Overworld Checks

Some stances can be used in the context of the overworld.

Time in the overworld is typically abstract, meaning the GM may skip vast gulfs of time within a single scene in the overworld (such as when you are creating narrative advantage or story tags). If you use a stance in the overworld, your stance doesn't reset until after the GM switches game modes, though the GM may let you reset your stance before then at his discretion.

Shifting Faction Allegiances

In general, the allegiance of a flag is a fictional state determined by play in other game modes. For example, you might turn an enemy into an ally by defeating their army in the overworld, or you might turn a neutral nation state into an ally in downtime.

Overworld checks are about tracking narrative states by creating story tags to be used in other game modes.

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