Ultra Rules

Scale = Advantage
Stunts = Tricks
8,9,10 on dice = Hit
Botch = Disaster
Conditions = Status Effects

First, the player rolls their dice pool, which is the number of dice (ranging from 1 to 10) that determines the intended action’s success or failure. Each die that meets or exceeds the target number (usually 8) is considered a hit, like hitting a target. Any die showing a 10 is considered a double hit , which means the die counts as two hits instead of just one. (Sometimes a power or special ability will mention “double 9,” which means that both 9s and 10s on the die generate double hits.)
Roll Results

• Disaster; the player does not garner enough hits to overcome the difficulty, but chooses to allow any Complications to occur anyway.
• Failure; the player does not garner enough hits to overcome the difficulty. Complications do not occur.
• Success; the player accumulates a number of hits equal to or greater than the difficulty and may purchase Tricks with remaining hits.
• Success with consequence; the player suffers consequence for any Complications on the action. Players may avoid unintended consequences by using leftover hits to buy off Complications. Players may also purchase Tricks instead of buying off Complications.
• Extraordinary success; the player buys off any Complications, and may purchase Tricks to make their action better.
Level of Complication

If the player wants to avoid whatever the consequence of her character’s action is (turning the result into an extraordinary success), then she must spend a requisite number of hits for the type of Complication.

• The acting character suffers damage.
• The character gains an appropriate Status Effect.
• The character suffers a social setback or embarrassment.
• The character suffers a movement penalty or physical setback.
• An antagonist is alerted to the acting character’s whereabouts.
• A new antagonist arrives at the scene.
Complication Example

1: Minor - Fragile Lock: The lock breaks, rendering it unusable in the future.
2: Moderate - Jagged Rocks: You hurt yourself while climbing over them.
3: Major - Unearthly Storm: It renders escape from the haunted cabinimpossible, as you can’t protect yourself from it. Oh dear.

Tricks

Players may spend hits to make her normal action better by purchasing Tricks. Tricks are extra effects the player can apply to her character’s action to make it more effective.

All actions have a set of general Tricks a player can choose to apply to her action. A player can purchase as many Tricks on an action as she has hits to spend, though each Trick can only be purchased once per action unless stated otherwise.

Tricks have either a fixed or variable cost, and the cost for the Trick will be listed next to the Trick’s name. In general, Tricks cost between 1-3 hits to purchase.

Tricks costing 1 hit are small actions in addition to the original action. This may help a subsequent action, or create a small modification to a scene based on the action. A player can introduce a new fact about the scene, create a small opening for herself or others, or enhance her action’s effectiveness with a 1-cost Trick.

Tricks costing 2 hits add an additional full action to the character’s initial action. The player may apply the same effect of her action to another target, create a whole new effect, provide a larger bonus to a subsequent action, or define a truth about the scene that creates a major advantage to herself or others.

Tricks costing 3 hits are extraordinary. These make the character’s action defy what would normally be possible. The player may choose to end a fight early, create a truth that completely alters the scene, or remove someone from the scene in one action.
The following are general Tricks that players can apply to any action:

8 items under this folder.