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:

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:

Design Notes

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:

Resonant and Discordant: These explosion/cascade mechanics are never cancelled and always function regardless of other effects present.

Stacking Examples

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:

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:

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):

Disadvantage (Opponent's tier is higher):

Practical Examples

Example 1: Evenly Matched

Example 2: Attacker Advantage

Example 3: Defender Advantage

Example 4: Major Disadvantage

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:

Specific critical injury effects are defined in Wounds & Injury. Weapon breakage/strain is defined in Weapons and Crafting.