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== Challenges == Attempting a task that could have interesting or "interesting" consequences for failure prompts the player to roll dice to see what the outcome will be. The player will use up to three dice: * One die if the task is ''within human capabilities'' * One die if the task is ''within the Investigator's occupational expertise'' * One differently-coloured die if the Investigator is ''willing to risk their own sanity to succeed'' Of the dice rolled, choose the one showing the highest value as the result. A '1' is barely a success, possibly with problematic consequences. A '6' is an overwhelming success, possibly with benefits that can be used later. If the result is unsatisfactory, the player may reroll all the dice but ''must'' include the Insanity die in the reroll. If the roll is for an investigation, a '1' gives you the barest minimum required to advance the plot, and may include disastrous omissions or mistakes. A '5' would get you everything you needed and wanted to know, and a '6' might give you more information than you feel comfortable with, and could prompt an Insanity roll. When more than one Investigator wishes to work together on a task, every Investigator rolls dice as if they were making the attempt, and the highest die of all rolled is used. If two or more Investigators are at odds and must compete, each rolls the relevant dice. Highest wins, and use the higher Insanity score to break ties. If Insanity scores are also tied, roll again.
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