Rules
The Tension Pool consists of a transparent container, visible to all players and GM alike.
The Tension Pool knows the following actions:
- Add. Add a d6 to the container.
- Roll. Take all the dice in the container and roll them. If any of the dice show 1, a Complication occurs. Then put all rolled dice back into the container.
- Reset. Remove all dice from the container and set them aside.
If you need to Roll the Tension Pool and there are no dice in the pool, roll one d6 instead and proceed as normal. Do not put this die into the pool.
Consider the following conditions, when the Tension Pool is in play:
- Whenever a player takes a Time-Consuming action, Add.
- Whenever a player takes a Reckless action, Roll.
- Whenever a player takes a Reckless and Time-Consuming, Add, then Roll.
- Whenever you add the sixth die to the Pool, Roll, then Reset.
If you add the sixth die, due to a Reckless and Time-Consuming action, do not roll the Tension Pool twice, but proceed as you would if you added a sixth die.
No character action, ability, spell or other, can manipulate the Tension Pool in any way (i.e. adding or removing dice), other than the rules as stated above. This includes the GM. The rolling of the Tension Pool can not be avoided.
Complication
Whenever a complication occurs, roll a d12 and consult the following table.
| d12 | Complication |
|---|---|
| 1 | Exhaustion |
| 2-3 | Environment |
| 4-6 | Expiration |
| 7-9 | Setback |
| 10-11 | Sign |
| 12 | Advantage |
A complication never changes the outcome of the action. It is either part of the consequence of the action or something that arises with the action.
The exact type of the complication is dependent on the current situation and environment. This table only provides a generic outcome for a complication.
Time-Consuming and Reckless Actions
Time-Consuming actions are all actions, that take an exceptionally long amount of time. The exact timing depends on the specific situation. Whereas in a dungeon, a time-consuming action is everything that takes 5-10 minutes, this can be hours when traveling.
Examples might include: Searching for clues in a room, picking a lock, talking with the patrons of a bar.
A reckless action is any action that ignores obvious risks, danger and consequences, for fast and possibly easy results. Similar to time-consuming actions, this is dependent on the current situation. Certain actions might be reckless under certain conditions and not under others.
Examples might include: Picking a fight on public streets, picking a lock while in combat.
It is up to the GM, to evaluate any action that is taken as being either time-consuming, reckless or both. Similarly to evaluating if an action needs a die roll to determine the outcome.