The Wild Die
The Wild Die represents the randomness inherent in life. The Wild Die is always one of the dice in your roles (called "die codes") and you should represent it with a d6 of a different color or size.
So, in our previous example of 3D6, you’d roll 2 normal dice and the Wild Die. You must always include the Wild Die, so if you only have one die, it must be the Wild Die.
If the Wild Die comes up with a result of 2, 3, 4, or 5, just treat it as a normal die, adding it to your total as normal!
If the Wild Die comes up with a result of 6, you gain an Advantage.
If the Wild Die comes up with a 1, you suffer a Complication.
Advantage
The advantages are narrative implications that the Player can insert whenever the Wild Die rolls a 6.
When an Advantage occurs, the Player has the following options. If their die roll was successful, they can choose between an exceptional success and an ordinary success. If the die result was a failure, but an advantage occurs
Exceptional Success
The player achieves an Exceptional Success and gains one Hero Point.
An Exceptionally Success allows the Hero to complete the task in a truly quick, dramatic, fashion. This might include an environmental advantage (like enemies getting tangled in a mud, debris, or a crowd during a foot chase), or simply dealing double damage in combat.
Ordinary Success
The player can instead have an Ordinary Success (still successful), but gain 2 Hero Points.
Failure
If the Action is not successful, and an Advantage occurs, the player has a exploding chance to succeed.
When a player has an exploding chance, the player may add the result of 6 on the Wild Die, and then roll the Wild Die again. As long as you roll a 6, you keep adding the 6 and you keep rolling. After all the 6s have been rolled, if the new total is successful, the player achieves success!
If you roll anything else, you add that number to the total and stop rolling. Then, if the new total is successful, the player achieves success!
If the action still fails after the exploding dice are resolved, the player then gains 1 Hero Point. Multiple 6s on this result don’t allow for extra Advantages or complications. Only the first Wild Die result stands.
Complications
Complications are narrative implications that the Gamemaster can insert whenever the Wild Die rolls a 1. When a Complication occurs, the Gamemaster has the following options:
First, Gamemaster can introduce a complication that makes the success a partial success, rewarding the hero with 1 Hero Point. For example, a foot chase leaves the hero free from pursuers but lost in the city.
Or, the GM can determine that the success is a failure due to the complication, but reward the character with 2 Hero Points. For example, the hero gets caught during the chase.
Finally, if the action was a failure, the Gamemaster rewards the player with 1 Hero Point and then introduces a complication that will accentuate the failure. For example, the hero is caught and during being taken to prison they become lost in the city.