Some abilities allow you to *mark dice* in our pools. These are special d6s that enhance specific outcomes. It is advised to give them special colors when assembling the dice pool. | Modifier | Effect Description | | --------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | **Powerful** | Adds the face of the die to damage, or enables area effect / penetration on success. | | **Exploding** | On a max roll (usually 6), roll an additional die and add it to the result. | | **Effectful** | On a 5 or 6, triggers an additional effect (e.g., bleed, knockdown, slow). | | **Cooperative** | Grants a bonus or shared effect to an ally if the die is a success. | | **Lucky** | Allows one reroll if this die fails. | | **Risky** | Grants a stronger effect, but on failure (rolled 1) causes a backlash or leaves you exposed. | | **Persistent** | If the roll fails, the die "persists" and can be rerolled next turn without re-marking. | | **Sapping** | On success, reduces the target’s next roll by 1 die. | | **Binding** | On success, creates a lingering effect (like a slow, grapple, or distraction). | | **Dual-use** | If the roll succeeds, you may choose between two different outcomes. | | **Charging** | The die adds +1 to the die result each round it is delayed before rolling (requires buildup). | | **Cascading** | If multiple marked dice succeed, unlocks a stronger group effect. (enhances other effects) | | **Straining** | This die is negative for you. Depending on the outcome and the ability telling you to mark the die, it may cost you health, willpower, etc. | | **Corrupted** | Corrupted dice do not have an effect per se, but some condition, curcumstance or abilities depend on your corruption dice. Usually it is bad for you. | | **Locked** | These dice cannot take up any other effect. | In general every die con only hold one mark (except "corrupted"). So if you want to have more marks, you need a higher dice pool.