Pick a move, then roll.
Your hero's Labels (they stay in this browser):
Conditions you have marked:
Teammates spend Team one for one to give you +1 each. A forward bonus counts on your next roll only, so the roller clears it (and any Team spent) after you roll. Take a Powerful Blow ignores Labels and bonuses: you roll plus the number of Conditions you have marked, and high is bad.
Potential (you mark one on every miss; five means an advance):
Reading the Roll
- 10 or more: you do it, and you get the move's full result.
- 7 to 9: you do it, but with a cost, a complication or fewer choices. The move tells you what.
- 6 or less, a miss: the GM makes a move, and you mark potential. Misses are how heroes grow.
- Take a Powerful Blow works backwards: on a 10+ the hit overwhelms you, on a 7–9 it costs you, and on a miss you stand strong (and still mark potential).
There's no general 12+ result in the basic moves, and Labels run from −2 to +3. See Labels, Conditions & Moves for what each move does on each result.
Exact Odds
Worked out from all 36 ways two dice can land, not by simulation. The highlighted row is your current roll.
| Total modifier | 10+ | 7–9 | Miss |
|---|
A marked Condition costs a lot: at +1, a −2 penalty raises your chance of missing from 27.8% to 58.3%.
Where to Go Next
- Labels, Conditions & Moves: The basic moves, Conditions, Influence and potential.
- Playing Masks Solo: The same 2d6 roll turned into a yes/no oracle.
- GM's Toolkit: Trackers and generators for the table.