Countdowns

A countdown takes place when there is an unknown time limit before something occurs. It is used in the following situations:

The countdown is started by forming a dice pool. Different situations will determine the size of that dice pool – a dying character uses one equal in size to his ENDURANCE dice pool, for example, while cliffs or magical alarms will have their dice pool size set by the GM. The larger the dice pool, the longer you – probably! - have.

Each turn, the dice pool is rolled. Usually it's rolled by the player in question – she rolls her own death dice, or her own drowning dice.

Any dice which comes up with a six is removed from the dice pool, and play continues.

Eventually the last dice will be removed from the dice pool. It is then that the character dies, the trap explodes, or the soldier looks in the crate.

Fast, Medium, And Slow Countdowns

The default countdown—removing a dice on a roll of 6—is a slow countdown. Countdowns can run down faster than this, however. For faster countdowns, dice are removed on rolls of 5–6, or even 4–6.

A countdown is always expressed in terms of a fast, medium, or slow countdown. The default countdown (if not specified) is a slow countdown expiring on rolls of 6.

Stabilizing and Replenishing Countdowns

Some countdowns can be stabilized or replenished. A stabilized countdown simply stops counting down— the trap has been disarmed in time, or the character is no longer in danger of dying.

Replenishing a countdown allows extra dice to be added, effectively extending it. In this way, illnesses can be pushed back “up” the countdown and dying characters can be stabilized with emergency healing.

Not all countdowns can be stabilized or replenished; the specific countdown will clearly indicate whether or not these are appropriate. Sometimes the cliff is going to crumble whatever you do—it’s just a question of whether you get to the top before that happens!

Countdowns and Stages

Most countdowns are fairly simple—the dice pool is rolled until it reaches zero, at which point an effect (death, explosion, and so on) takes place. However, some countdowns have effects which take place at various stages throughout the process. Stages take place as the dice pool reaches certain sizes. For example, an illness might have a character becoming blind when the pool reaches two dice, and dying when it reaches zero dice. All countdowns technically have two stages—the starting condition and the ending condition.

Average Countdown Length

The table below shows the expected (average) number of rolls a countdown will last for before expiry. This can be used by the GM to set appropriate countdown dice pools. Note, however, that countdown pools can be very 'swingy' and a large pool might still deplete quickly while a small one might take longer.

Dice Pool Slow Medium Fast
(6) (5–6) (4–6)

1d6 6 3 2

2d6 9 4 3

3d6 11 5 3

4d6 12 6 4

5d6 13 6 4

6d6 14 7 4

7d6 15 7 4

8d6 15 7 4

9d6 16 7 5

10d6 17 8 5