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)
Negative Edge (d6)
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.
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.
Add 1 damage to your hit in combat
Give an ally +1d6 Edge on their next action
Act again this round (max once per round)
Reduce the successful action's target Defense HT by 1 for the rest of the Scene. Multiple uses stack, minimum Defense HT 1.
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.
The GM describes an additional beneficial outcome you didn't attempt
ACTIONS AT THE TABLE
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.
Foe flees or surrenders
Strike approach
Foe agrees to a deal or truce
Parley approach
Foe believes a lie, creates an opening
Parley approach
Escape the encounter entirely
Lurk approach
Disable equipment or terrain to neutralize the threat
Craft approach
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.

