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Group Action RollCore

Rule

When multiple characters take action together—such as sneaking through an adversary’s camp as a group—the party nominates one character to lead the action.

When multiple characters take action together—such as sneaking through an adversary’s camp as a group—the party nominates one character to lead the action (typically the character with the highest bonus to the most applicable skill). Each player then describes how their character collaborates on the task. The action’s leader makes an action roll as usual, while the other players make a reaction roll using whichever traits they and the GM decide fit best (see the upcoming “Reaction Rolls” section). They can use different traits for their reaction rolls if they wish.

The leader’s action roll gains a +1 bonus for each reaction roll that succeeds and a −1 penalty for each reaction roll that fails.

Tip: If you want to assist an individual ally with an action, you can use Help an Ally instead.

Example: The party has just retrieved a stolen amulet from an ancient stronghold, and they are rushing out as the structure collapses around them.

The GM calls for a group action roll as they try to escape. The group elects Tabby the warrior to be the leader, since that character would best remember the path to the exit. The other characters each explain how they work with the party to escape:

Shepherd the druid says they are running alongside Tabby to act as a second set of eyes in case there’s a faster route. The GM calls for an Instinct Reaction Roll. It’s a 19, a success, so they give Tabby an additional +1 bonus. The GM asks Shepherd to describe the shortcut they notice that allows for a quicker escape.

Rune the wizard says that he wants to understand what kind of magic caused the collapse and potentially reverse it. The GM calls for a Knowledge Reaction Roll. It’s a 12, which isn’t quite enough, giving Tabby a −1 penalty. The GM asks Rune what causes him to fall behind for a moment.

Lavelle the rogue says he notices that Rune looks like he’s not going to make it, so he turns back to reach out a hand in a moment of desperation, yelling, “I’ve got you! We’re not leaving you behind!” The GM calls for a Presence Reaction Roll. It’s a 16—a success—giving Tabby a +1 bonus. The GM asks Lavelle and Rune to describe how this rescue happens successfully.

Now that everyone else has acted, Tabby takes the total of the modifiers, in this case +1, and makes an Agility Roll, hoping to lead the party to safety while dodging debris and pointing out hazards. She rolls a 16 with Fear. The GM gains a Fear and says that each character must mark a Stress —but they also emerge from the stronghold just in the nick of time, the ancient stones collapsing behind them.

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