Mallencons 0 Posted January 10, 2015 Page 31 states,"Whenever you completely fill a stress track, you don't necessarily have to die, but can try to cling to life by making a test using the defensive stat from the category in which you acquired the stress...." My question is regarding the "test using the defensive stat". Can someone explain that roll? For example, if a PC has incurred 9 physical stress and they have 3 Vitality, what exactly would they roll in order to cling to life? Quote Share this post Link to post Share on other sites
player2020124 13 Posted January 10, 2015 I think I would have the roll an equal number of dice to the stat. So in your example above I would have them roll 3 dice and if they roll 3 or less then they succeed and take the trauma, if they don't then they die. I don't know if one should actually include negative dice in the roll unless maybe if they have existing trauma's in that group? I'm also interested in what others would do. 1 Mallencons reacted to this Quote Share this post Link to post Share on other sites
Mallencons 0 Posted January 10, 2015 Thanks for that idea. It makes sense to me. I'll do that unless someone has a better idea. Quote Share this post Link to post Share on other sites
mouthymerc 4,483 Posted January 10, 2015 (edited) It is a normal test of the appropriate defensive stat. You start with one positive die, add any appropriate positive dice (first aid, hardy stamina, help from others, etc.) against a negative dice pool created using appropriate negative dice. Edited January 14, 2015 by mouthymerc Quote Share this post Link to post Share on other sites
daddystabz 47 Posted January 13, 2015 I had this exact same question myself and later came to this conclusion on my own. Quote Share this post Link to post Share on other sites