Player's Handbook · Chapter 5

Doing Things

Say what your character does. That is the entire interface.

The Game Master will tell you one of three things.

It works. You had a clear reason to succeed and nothing serious opposed you.

It works, and here is what it cost. You got what you wanted and something went wrong alongside it. You were seen, you got hurt, it took far longer than you had, you owe somebody now. This is the most common answer to anything genuinely difficult, and it is where most of the story comes from.

It did not work, and here is what happened instead. You had no real claim on success.

There is nothing to roll and no target to beat.

This is true in a fight exactly as it is true anywhere else. There is no combat system, no initiative and no turn order. A fight is a scene like any other, and you play it by saying what you do. Your Abilities and your Gear are what make you dangerous in one.

The way to be good at things is to be a character who is good at them. Take the Ability. Carry the Gear. Know the person who can get you in. Do the groundwork in the scene before the one where it matters. A player who does these things will very rarely be told their character failed.

Arguing after the fact does not work. Preparing beforehand always does.

Manual updated Jul 31, 2026.