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==Dice Rolling== Whenever a roll is needed, the GM sets a difficulty for it, from 1-4. The player rolls as many D6 as he has in the respective monstribute (3 dice if the test calls for Bomba and the player has Bomba 3) and picks the largest result. The GM ''also'' rolls a number of dice equal to the difficulty and picks the largest result. Whoever gets the highest number wins. In case of a draw, the challenge/defender wins. There are also some extra rules for when you win a roll with a 6 and for cases where you lose and ''also'' had two (or one, if your raivometro is over half) of the dice roll 1. In either case, you'll roll one dice: * 1-2 = +1 / -1 on the next roll * 3-4 = You can roll again if you fail / You'll have to roll twice and pick the worst result * 5 = Automatic success/failure on the next test * 6 = You get TUNADO / Your raivometro goes up by 2. ** Tunado allows the player to add +1 to 2 monstributes of his choice. If they add to Raiva, it won't increase their raivometro. Also, only ''one'' player character can be tunado at any time, the newest one having the priority. This mechanic can also be used as a reward for good interpration or, as the writer puts it, "For the guy that pays for the food, but nobody let me put this as one of the rules". During downtime scenes, players can reduce their raivometro by half, rounded down. More importantly, there's an optional, '''HARDCORE MODE''' rule for deciding draws: arm wrestling! Seriously! In case of a draw, the GM and the player arm wrestle, the winner wins the roll. Simple as that. And what's stopping a group from deciding every roll on an arm wrestle instead? <s>Neckbeards' natural repulse to physical exercises, that's what</s>
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