The Dice Pool

Immortal Freedom RPG > Rules > Encounters

Your Dice Pool refers to the dice you roll when you perform an action. Your dice pool contains at least 1d6 or 1d8, and can never have less than 1 die. Abilities, items, and cyberware are able to modify your dice pool, change success parameters or even negate the need for a die roll.

Feats

Feats are powered-up versions of actions. They allow you to do things you’d otherwise be unable to do, or modify your dice pool.

Reactions

Reactions can only be performed when their trigger conditions are met. Like feats, reactions are powered-up versions of actions, and they allow you to do things you’d otherwise be unable to do, or modify your dice pool.

Skills

Skills add a single die to your dice pool whenever you perform a related action. You can only apply a single skill per action, and it must be related to the action being performed. It should be obvious if a specific skill is appropriate for the situation, though you can always make a case as to why the skill would apply even when it’s not immediately obvious that it should.

Passives

Passives allow you to do things you’d otherwise be unable to do, inflict some kind of negative effect, or modify your dice pool. You must apply all Passives appropriate for the situation whenever you perform an action—even if it would be detrimental to you. Unlike statuses, passives are permanent.

Statuses

Statuses allow you to do things you’d otherwise be unable to do, inflict some kind of negative effect, or modify your dice pool. You must apply all active statuses appropriate to the situation whenever you perform an action—even if it would be detrimental to you. Unlike passives, statuses are temporary, usually lasting either 1 round or until the end of the session.

Items and Cyberware

Items and cyberware allow you to do things you’d otherwise be unable to do, or fulfil ability material requirements. Legendary items and legendary cyberware can also allow you to do things you’d otherwise be unable to do, or they modify your dice pool. You can apply any number of items and cyberware appropriate to the situation whenever you perform an action.

Intel

Intel represents an individual’s ability to figure out the strengths and weaknesses of others around them, as well as their ability to exploit that knowledge to their advantage. You gain Intel through abilities and Boons. You can trade in relevant Intel at any time to either:

Intel

You can hold onto as much Intel as you want. You can only trade in a single piece of Intel at once to add a die to your dice pool. Intel cannot be shared with other player characters, as it represents an advantage only you can have over the target. You lose all Intel at the end of the session, so be sure to use it before it’s gone.

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Rolling the Dice