Compiling
Compiling Cheat Sheet
Attributes & Skills Needed
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Resonance – Used to create your compiling dice pool
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Willpower – Used to resist Fading
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Compiling Skill – Increases your dice pool
Compiling Variables
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Sprite Type – Type of sprite you want to compile
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Desired Rating – Rating you want the sprite to have
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Wound Modifier – Subtract from dice pool if injured
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Your Hits – Rolled by you
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Sprite Hits – Rolled by GM
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Fading Damage Value (DV) – Calculated from sprite hits
Compiling Steps
Step 1: Build Your Compiling Pool
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Choose a type of sprite and the desired Rating.
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Add your Resonance Attribute to your dice pool.
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Add your Compiling Skill to your dice pool.
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Subtract any Wound Modifiers.
Step 2: Roll the Pool
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Roll your dice pool.
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Count your hits.
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Notify GM if you glitch.
Step 3: Compare to Sprite
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GM rolls sprite’s Rating for hits.
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Subtract sprite hits from your hits:
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Hits ≤ 0 → No sprite appears
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Hits > 0 → Each remaining hit = a task the sprite owes you
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Step 4: Calculate Fading Damage
- Fading DV = Sprite hits × 2 (minimum 2)
Step 5: Resist Fading
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Start a new dice pool: Willpower + Resonance
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Roll your dice pool. Each hit reduces Fading DV by 1
Step 6: Apply Fading Damage
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If Fading DV > 0 after resistance:
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Physical if Sprite Rating > Resonance
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Stun otherwise
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Quick Reference Table
| Step | Action | Pool/Calc |
|---|---|---|
| 1 | Build compiling pool | Resonance + Compiling - Wounds |
| 2 | Roll dice | Count hits, check glitch |
| 3 | Compare hits | Your hits – Sprite hits = Remaining Hits (tasks owed) |
| 4 | Calculate Fading DV | Sprite hits × 2 (min 2) |
| 5 | Resist Fading | Willpower + Resonance |
| 6 | Apply Fading | DV > 0 → Physical if Rating > Resonance, else Stun |