Boost dice are designed to give players a second chance when their roll doesn’t quite succeed, representing an uncanny or fortunate turn of events that can turn failure into success. These dice are a D4 that can be added to any stat roll. A player begins the game with a number of Boost dice equal to half the maximum value of their Mental Agility (MA) die. For example, if a character’s MA uses a D8, they would start with 4 Boost dice. After a rest period, these dice are replenished up to the character’s maximum. If a player already has more Boost dice than their maximum, they keep the extra but do not gain additional dice from the rest.
| MA Stat Die | # Boost Dice |
|---|---|
| D6 | 3 |
| D8 | 4 |
| D10 | 5 |
| D12 | 6 |
Players can decide to use Boost dice after seeing the result of a stat roll. They may roll any number of Boost dice they have available, but each die is rolled one at a time, after the result of the previous one is determined.
In addition to the regular replenishment of Boost dice after a rest period, the GM may award extra Boost dice throughout the session for acts of heroism, exceptional role-playing, or other significant contributions to the game. This gives players further opportunities to influence important moments and adds a layer of reward for immersive or creative play.
Using Your Boost Dice
Player: “I’ll have my android interface with the security computer to get the facility’s layout. Rolling my Mental Agility: D20 plus my D8.” [rolls] “That’s a 14 total.”
GM: “Not quite enough. The security system is pretty robust. You’ll need at least an 18. Your initial attempt to break in is blocked.”
Player: “I’ll roll a Boost die.” [rolls D4] “That brings it to 16, still not enough. But we really need that info. I’ll roll another one.” [rolls D4 again] “Now I’m at 19!”
GM: “Perfect! Just as the system seems locked down, a sudden glitch opens up a vulnerability. Your android seizes the chance and successfully pulls the facility’s layout, including a few hidden areas.”