Player's Handbook · Chapter 3

Rolling the Dice

When the outcome of an action is uncertain and failure would be interesting, roll 2d6 + the relevant number on your sheet against a Difficulty:

DifficultyTarget
Easy6
Normal8
Hard10
Heroic12
Legendary14

Meet or beat it and you succeed. If an action could fit two stats or skills, you choose which to use.

Advantage and Disadvantage

Roll an extra d6 and keep the best three dice (Advantage) or the worst three (Disadvantage). One of each cancels out.

Doubles

  • Double 6s — critical success. Attacks deal double damage; other rolls gain an extra benefit.
  • Double 1s — fumble. You fail, and something extra goes wrong.

Skills

Nine skills cover everything, three per stat: Exertion and Endurance (Might); Mobility, Stealth, and Precision (Finesse); Awareness, Knowledge, Influence, and Resolve (Wit). Your sheet's Saves & Skills panel already totals the governing stat plus every bonus from gear and feats — just roll 2d6 and add the printed number. Full skill descriptions are in @Missing file.

Saves

A save is a reaction — something is happening to you. Roll 2d6 + the named save against the effect's DC (usually 6 + the attacker's stat). Sudden force is a Might Save, things you dodge are a Finesse Save, attacks on the mind are a Wit Save.

Contested rolls

When two characters work directly against each other — sneaking versus a guard's Awareness, a lie versus a sharp eye — both roll and the higher total wins. Ties go to the defender.

Manual updated Jul 29, 2026.