Flux Check System
Flux Check System
Core Mechanic
Flux Check - The primary resolution mechanic using d6 dice pools where outcomes are determined by the face value:
- 1-2: Failure (removes one success from the total)
- 3-4: Neutral (no effect on success count)
- 5-6: Success (adds one success to the total)
Default Pool Size: 3 dice
Special Mechanics
Exploding Success
Resonant - When rolling a 6, the die explodes: keep the original success and roll the die again, adding the new result to the pool.
Cascading Failure
Discordant - When rolling a 1, reroll the die but keep the original failure. The reroll result is added to the pool, potentially creating multiple failures from a single die.
Blessing Effects
Harmonized - Success range expands to 4-6 instead of 5-6 (66.7% success rate per die). Cancels the Tempered effect.
Curse Effects
Disrupted - Failure range expands to 1-3 instead of 1-2 (66.7% failure rate per die). Cancels the Dampened effect.
Neutral Range Modifications
Dampened - Expands neutral range to include 2 (making 2-4 neutral, 1 failure, 5-6 success). Cancels the Disrupted effect.
Tempered - Expands neutral range to include 5 (making 3-5 neutral, 1-2 failure, 6 success). Cancels the Harmonized effect.
Balanced - Expands neutral range to include both 2 and 5 (making 2-5 neutral, 1 failure, 6 success). Cancels Disrupted and Harmonized effects.
Bonuses and Penalties
A core distinction in the Flux system is how bonuses are applied:
- Bonus to Checks: A flat numerical bonus added to the final success count after the roll is completed. (e.g., a "+1 to check" turns a result of 0 successes into 1).
- Bonus to Rolls: Adds additional d6s to the dice pool before the roll is made. (e.g., a "+1 to roll" means you roll 4d6 instead of 3d6).
Design Notes
- The tri-state system (Failure/Neutral/Success) creates balanced probability distributions
- 3 dice provides good range (-3 to +3 successes) while keeping resolution fast and decisive
- Exploding and cascading mechanics add tension without breaking core math
- Blessing/curse effects significantly shift probabilities while maintaining the core framework
- Neutral expansion mechanics reduce variance for more predictable outcomes
Mathematical Analysis (3 dice)
Base Probabilities per die: 33.3% each outcome
Expected results with 3 dice: 1 failure, 1 neutral, 1 success (net 0)
Possible range: -3 to +3 net successes
Most likely results: -1, 0, +1 net successes
Mechanic Interactions
Cancellation Rules
Harmonized vs Disrupted: These effects do not cancel each other out. If both are present, dice function without a neutral result (1-3 failure, 4-6 success).
Blessing/Curse vs Neutral Expansion: Harmonized or Disrupted effects override any overlapping neutral expansion mechanics:
- Harmonized cancels Tempered (both affect 5s)
- Disrupted cancels Dampened (both affect 2s)
- Balanced is cancelled by either Harmonized or Disrupted
Resonant and Discordant: These explosion/cascade mechanics are never cancelled and always function regardless of other effects present.
Stacking Examples
- Harmonized + Dampened: 1 failure, 2-3 neutral, 4-6 success (2 becomes neutral, 4-6 becomes success)
- Disrupted + Tempered: 1-3 failure, 4-5 neutral, 6 success (1-3 becomes failure, 5 becomes neutral)
- Harmonized + Disrupted: No neutral result (1-3 becomes failure, 4-6 becomes success)
- Resonant + any other effect: 6s still explode regardless of the success range modification
Power Level Contests
When two opposing forces clash, the relative strength of their Power Levels determines the advantage in the Flux check. This system applies to all contested actions - combat, social encounters, magical duels, crafting competitions, and any situation where opposing capabilities meet.
Calculating Power Levels
Power Level = Relevant Skill + Relevant Stat(s)
Examples:
- Attack Power Level: Combat Skill + Strength (melee) or Dexterity (ranged)
- Defense Power Level: Defense Skill + Dexterity or Constitution
- Social Power Level: Persuasion Skill + Charisma or Intelligence
- Magical Power Level: Relevant Magic Skill + Intelligence or Willpower
Milestone Tier Advantage System
The difference in milestone level tiers between opposing Power Levels determines advantage or disadvantage:
Determining Milestone Tiers
Compare each Power Level to the Power Scales milestone levels:
- Tier 0: 1-4 (below first milestone)
- Tier 1: 5-9 (first milestone: 5)
- Tier 2: 10-24 (second milestone: 10)
- Tier 3: 25-49 (third milestone: 25)
- Tier 4: 50-99 (fourth milestone: 50)
- And so on...
Advantage Effects
The outcome of the contest is determined by comparing the milestone tiers of the opposing Power Levels.
Equal Tiers: This is a standard Flux check. The acting party needs 1 success to overcome the opposition.
Advantage (Your tier is higher):
- 1 Tier Advantage (Advantage): The success threshold is lowered. You only need 0 or more successes to win the contest (i.e., simply avoid a negative total).
- 2 Tiers Advantage (Major Advantage): The contest is heavily in your favor. You still only need 0 or more successes and you don't need to roll if you only need 1 success.
- 3+ Tiers Advantage (Overwhelming Advantage): The contest becomes trivial. You still only need 0 or more successes, and you gain a large bonus to your dice pool. For each tier of difference from 3 upwards, you add +1 die to your pool, capped at a maximum of +6 dice at 8 tiers difference. Any additional tiers of difference beyond this cap instead grant +1 automatic success each.
- Example 1: A 5-tier advantage grants +5 dice to the pool.
- Example 2: An 8-tier advantage grants +6 dice (the cap) and +2 automatic successes.
Disadvantage (Opponent's tier is higher):
- 1 Tier Disadvantage: Need 2 successes instead of 1
- 2 Tier Disadvantage: Need 3 successes
- 3+ Tier Disadvantage: Need 4 successes (penalty scales 1:1 with tier difference, no cap)
Practical Examples
Example 1: Evenly Matched
- Cleo's Attack: Power Level 13 (Tier 2)
- Matt's Defense: Power Level 11 (Tier 2)
- Result: Equal tiers = standard check, Cleo needs 1 success to hit
Example 2: Attacker Advantage
- Cleo's Attack: Power Level 13 (Tier 2)
- Matt's Defense: Power Level 9 (Tier 1)
- Result: Cleo has 1 tier advantage = only needs 0+ successes (just avoid negative)
Example 3: Defender Advantage
- Cleo's Attack: Power Level 9 (Tier 1)
- Matt's Defense: Power Level 13 (Tier 2)
- Result: Matt has 1 tier advantage = Cleo needs 2 successes to hit
Example 4: Major Disadvantage
- Novice Attacker: Power Level 3 (Tier 0)
- Veteran Defender: Power Level 27 (Tier 3)
- Result: 3 tier disadvantage = attacker needs 4 successes (nearly impossible)
Design Philosophy
This system ensures that milestone breakthroughs matter significantly in contests while still allowing dramatic upsets. A character with higher-tier capabilities has clear mechanical advantages, but dice variance means nothing is guaranteed. The Scene Orchestrator can choose to invoke scaling penalty caps at 4 successes to maintain some possibility of success even against overwhelming odds.
The tier system integrates seamlessly with the existing Power Scales progression, making each milestone level achievement feel impactful in practical play situations.
Combat-Focused Clarifications
Action Chains (Multi-Action Rounds)
During a 1-second combat round, a combatant may take multiple actions up to their Combat Action Speed (CAS). Each additional action after the first requires that the immediately preceding action achieved at least 1 success on its Flux Check. If an action results in fewer than 1 success (i.e., net 0 or negative where at least 1 was required), the action chain ends and no further actions may be taken this round.
Criticals & Botches (Combat)
This system uses existing dice behaviors:
- Resonant (6s explode) and Discordant (1s cascade) always function.
- A critical success may be invoked by table rule when margin of success meets or exceeds a narrative threshold (e.g., 3+ net successes), applying enhanced effects defined by Wounds & Injury or specific abilities.
- A critical botch may be invoked when cascading 1s produce a severe negative result (e.g., multiple net failures), triggering complication effects such as item strain per Weapons rules or condition applications per Conditions.
Specific critical injury effects are defined in Wounds & Injury. Weapon breakage/strain is defined in Weapons and Crafting.