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:'''Effect Dice:''' The total value (number of sides) of the effect die detemines the value of an effect die, not the number rolled on that die. Effect determines the strength of a complication or the amount of stress applied in a situation.
 
:'''Effect Dice:''' The total value (number of sides) of the effect die detemines the value of an effect die, not the number rolled on that die. Effect determines the strength of a complication or the amount of stress applied in a situation.
  
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:'''Complications and Stress:''' When a player loses a roll the result will usually be stress, either mortal, psychic, or spiritual. If stress would be inappropriate, then it is merely a narrated setback. The GM may chose to introduce general complications via hitches, or some PCs may have power limits that cause them to pick up complications.
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:'''Complications and Stress:''' When a player loses a roll the result will usually be stress, either mortal, psychic, or spiritual. If stress would be inappropriate, then it is merely a narrated setback. The GM may chose to introduce general complications via hitches, or some PCs may have power limits that cause them to pick them up.
  
 
:'''Hitches:''' Any dice that come up one are hitches and cannot count toward the total or the effect. If you are left without an effect die because of hitches, your effect die is d4. The GM can buy hitches to create complications. If all your dice come up ones, that is a botch.
 
:'''Hitches:''' Any dice that come up one are hitches and cannot count toward the total or the effect. If you are left without an effect die because of hitches, your effect die is d4. The GM can buy hitches to create complications. If all your dice come up ones, that is a botch.

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