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Wrath & GloryRolemasterElectric State

Rolling & Pushing

Summary

  • Basic Roll: Roll d6s equal to your Attribute; one 6 is success. Minimum one die always.
  • Pushing: Re-roll non-1, non-6 dice after failing; each 1 after the push costs 1 Hope.
  • Gear Dice: Equipment adds bonus dice; gear 1s on a push reduce gear's bonus, not Hope. At 0 bonus, gear is Busted.
  • Multiple Successes: Extra 6s deal more damage in combat; the GM interprets extra 6s as speed, stealth, or added effects outside combat.
  • Helping: Up to three concretely positioned allies each add +1 die; costs their combat turn.
  • NPCs: NPCs never push — only Travelers risk Hope.

Rolling and Pushing is the core resolution mechanic of The Electric State RPG. When a Traveler attempts something difficult or dangerous, they roll a pool of six-sided dice and push for extra successes at the cost of Hope — their most precious resource.

Basic Roll

Roll a number of d6s equal to your relevant Attribute score (the one that best fits the challenge). You need at least one 6 to succeed. No target numbers, no modifiers added to results — a single 6 is always enough.

The number of dice can be modified by talents, gear, or external factors (+1 die, +2 dice, etc.). You can never roll fewer than one die.

Pushing a Roll

If you fail (roll no 6s), or simply want more successes, you may push:

  1. Lock all dice showing a 1 or a 6 — these cannot be re-rolled.
  2. Re-roll all remaining dice.
  3. Count all dice together after the re-roll (locked and newly rolled).

The cost: For each 1 showing after the push (across all dice), your Hope is reduced by 1. This is the central tension of the game — you can always push, but it bleeds Hope.

Gear Dice

Weapons and equipment grant bonus dice, which should be kept in a separate colour if possible:

  • Their 6s count as normal successes.
  • On a push, 1s on gear dice do not cost Hope — instead, the gear's bonus is reduced by 1.
  • When a gear bonus reaches 0, the item is Busted and requires repairs (see Gear & Repairs, p. 112).

This lets players choose to push through gear, protecting their Hope at the cost of their equipment's reliability.

Multiple Successes

Rolling more than one 6 produces better outcomes:

Context Effect of Extra 6s
Combat Additional damage
Non-combat GM interprets: faster, quieter, unexpected bonus effect, etc.

The GM has final say on what extra successes can be spent on outside combat.

Helping Rolls

Up to three other Travelers or NPCs can assist with a roll, each granting +1 die. Each helper must be in a concrete position to actually support the action — the GM has final say. In combat, helping uses up your turn for the round.

NPCs Never Push

A key asymmetry: NPCs always accept failure and never push rolls. Only Travelers can push their luck at the cost of Hope. This reflects the desperate, personal stakes the player characters carry that the world around them does not.

When to Roll

The rulebook and Stop text indicate when to roll and which Attribute applies. The GM may also call for rolls. The game recommends rolling sparingly — reserving dice for dramatic, high-stakes moments where something is truly at stake.