The Check Digit

The third digit of the d666 is useful, not only as a number for the rules, but also to give the GM some help in adding depth to otherwise bland situations and bringing the game to life for the players.

Frequently, the check digit indicates something specific defined by the rules, like the amount of damage done by a weapon or the severity of a certain power. In this case, the GM simply uses the check digit as written.

But what do you do when no guidelines are given? The GM needs to apply the check digit in a logical and interesting manner, based on the situation. For example, if someone is trying to pick a lock, the degree of success doesn't matter much (it either opens or it doesn't), but the amount of time needed to complete the task may be crucial -- this could be the significance of the check digit. Or if someone is trying to jump from one rooftop to another, a 1 on the check digit might indicate that the jumper barely made it and is holding on by the tips of his fingers. A 6 indicates he made it easily, with a few feet to spare.

Each situation is different; there are several examples given in the main text that can act as guidelines for the GM. When used creatively, the check digit can provide an extra level of depth and vividness to the game.

The Dice

The d666 | The Check Digit | Intervention

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