Dice Roller

Build a dice pool, set your Hit Target, and roll. Each die showing 4+ counts as one hit. Excess hits become Momentum.Rules reference: TCW v61 Beta 2.0

Add Dice to Pool

Dice Pool (0 dice)

Add dice to build your pool

Positive Edge (d6)

0

Negative Edge (d6)

0

Positive: position, tools, allies, effort, surprise, daring. Negative: wrong tool, exposure, complications. Positive and negative cancel 1-for-1 before the roll.

Hit Target

Combat Mode

Enable to calculate damage vs Defense TH

EDGE DICE SOURCES

Core Edge ceiling: +8d6 is the normal maximum positive Edge on a roll, and 10 dice is the normal maximum pool. Equipment Edge combines with other positive Edge normally and remains subject to both limits; only a specific exceptional rule may override them.

Position (high ground, cover, flank, concealment)+1d6
Right tool for the job+1d6
Superior tool (masterwork)+2d6
Allies / cooperation (active participation)+1d6 each, typically max +2d6
Effort (spend 1 Vigor)+1d6
Knowledge (specific, relevant information)+1d6
Surprise (opponent unaware)+2d6
Magic (a weave enhances the action)+1d6 to +3d6
Traits and special abilitiesvaries by trait
Daring (accept the replacement failure Consequence announced before the roll)+2d6
Without the right tool-1d6
Negative Edge (armor, encumbrance, the Still)-1d6

MOMENTUM SPENDS

Excess hits above the Hit Target become Momentum. Calling Momentum is ordinary Momentum generated by a Calling trigger — not a separate resource, currency, or pool — and it combines with Momentum earned from excess Hits on the same Action. All available Momentum follows the standard Core spending rules and may also be spent on eligible Calling abilities. Momentum must be spent during the Action in which it is generated unless a specific ability explicitly states otherwise: it cannot be banked, transferred, shared, or carried into future Actions, and characters never pool Momentum into another character's spend. Example: 4 Hits against HT 2 with a natural 6 on a positive die gives 2 Momentum from excess Hits plus 1 Calling Momentum — 3 Momentum available to spend on that Action.

Damage1 MOM

Add 1 damage to your hit in combat

Aid1 MOM

Give an ally +1d6 Edge on their next action

Speed1 MOM

Act again this round (max once per round)

Overwhelm2 MOM

Reduce the successful action's target Defense HT by 1 for the rest of the Scene. Multiple uses stack, minimum Defense HT 1.

Deflect2 MOM

Spend immediately after a successful roll to establish protection. Before the end of the next round, cancel one Consequence from a failure you witness, then protection ends. No extra action or reaction.

Triumph3 MOM

The GM describes an additional beneficial outcome you didn't attempt

ACTIONS AT THE TABLE

AttackHit an enemySinew + Strike + Edge (weapon, position)
Ranged AttackShoot or throw at rangeSwift + Strike + Edge
Cast/ChannelBind or sever a ThreadSpirit + Cast/Channel + Edge
AssistDeliberately assist an allyAptitude + Approach + Edge; grants that ally +1d6 Edge
MoveMove to a new ZoneNo roll
RecoverCatch your breath (restore 1 Vigor)Spirit + Endure vs HT 1
Treat InjuryFirst aid: control bleeding, dress an injury, splint a limb, prevent deteriorationSense + Endure vs HT 2 (the GM may approve another Aptitude + Approach)
Intimidate / Persuade / EvadeNonviolent approachesSame dice pool, different Approach

NONVIOLENT APPROACHES

Nonviolent approaches use the same pool, Edge dice, Hit Targets, Momentum, and Consequence procedure as combat. On a success the declared objective is achieved; if that resolves the confrontation, combat ends. On a failure the objective fails and a Consequence changes or escalates the situation — failure does not automatically require combat.

IntimidateHT 2

Foe flees or surrenders

Strike approach

PersuadeHT 3

Foe agrees to a deal or truce

Parley approach

DeceiveHT 2

Foe believes a lie, creates an opening

Parley approach

EvadeHT 2

Escape the encounter entirely

Lurk approach

SabotageHT 3

Disable equipment or terrain to neutralize the threat

Craft approach

LeverageHT 1 if the leverage is true, 3 if bluffing

Use a weakness or secret to force compliance

Study/Sense approach

SUBDUING & NONLETHAL COMBAT

•Declare the objective first: tackle, restrain, pin, disarm, or hold an opponent, rather than attacking for Damage.

•Choose the Aptitude and Approach that fit the method, apply Edge or Negative Edge from the fiction, and roll against an HT the GM sets. Position, size, surprise, restraints, terrain, numbers, and assistance may grant Edge; seizing an armed opponent bare-handed or restraining a much larger creature may impose Negative Edge or a higher HT.

•Subdual normally deals no Damage. Complex objectives may take more than one action, each resolved separately — this is not a success track.

•Knocking an opponent unconscious is an attack declared nonlethal before rolling: at 0 Vitality the target is Incapacitated rather than killed, and Wounds still occur normally.

•There is no separate grapple or opposed-roll subsystem, and some attacks cannot reasonably be nonlethal — the fiction decides.