Wild Die
AX.C.02.05 - Wild Die
Every Challenge roll includes exactly one Wild Die. The Wild Die operates normally for success counting. It triggers two specific conditions based on the rolled result.
04/11/26 Session Modification
We restored the Explosion/Implosion mechanics. This option occurrs with enough frequency to feel consequential during play and is very simple to recognize and apply.
Explosion
When the Wild Die rolls a 6, it counts as 2 successes.
Implosion
When the Wild Die rolls a 1, remove 1 success from the total.
Tradition Backlash
If a Power Tradition Challenge results in zero successes AND the Wild Die rolls a 1, the listed Tradition Backlash effect is triggered.
More Crunch
During play testing we determined that the following double gated Critical criteria requires players to recognize, apply and manage the variables. While not an overly complex mechanic, it does add more crunch to a system we inteded to be lighter. We retain the mechanics here as an option.
Critical Success (Optional)
Around a 14% probability with 6D Pool and a Threshold of 2
A Critical Success occurs when the overall Challenge succeeds AND the Wild Die shows a 6.
In combat, the GM or player selects one of the following effects:
- Double the damage dealt to the target
- Gain Advantage on the next attack roll against the same target
- Create an immediate Opportunity Attack against one adjacent secondary target
In non-combat Challenges, the success produces an enhanced outcome appropriate to the action:
- Reduce the action's economy cost (Primary Action becomes Minor; Minor becomes Free)
- Improve the quality of the result (discover additional information, restore extra Health, achieve a more favorable social outcome)
Critical Failure (Optional)
Around a 13% probability with 6D Pool and a Threshold of 2
A Critical Failure occurs when the overall Challenge fails AND the Wild Die shows a 1.
In combat, the GM selects one of the following complications:
- The character drops (minor action to retrieve) or damages their weapon (-1D on attack rolls till repaired)
- The attack strikes an adjacent ally, dealing the roll's full damage
- The character loses footing and falls Prone (minor action to stand up)
In non-combat Challenges, the failure produces a complication tied to the action's context:
- Disadvantage on any immediate second attempt
- A secondary consequence is triggered (an alarm is raised, false information is accepted as true, a Kit's bonus die is consumed without effect)