Player's Handbook · Chapter 3

How Rolling Works

One mechanic runs the entire game.

Roll d20, add the relevant ability, and meet or beat the Difficulty Rating.

DR681012141618
EasyRoutineSimpleNormalDifficultReally hardNigh impossible

DR12 is the default. Your GM will only ask for a roll when failing would be interesting — you do not test to walk across a deck unless the deck is on fire.

Combat: you roll everything

This is the part that surprises people. You roll to attack, and you roll to defend. The GM never rolls a die against you.

ActionTest
Melee attackSTRENGTH DR12
Ranged attackPRESENCE DR12
DefenseAGILITY DR12

If you fail a defense test, the enemy hits you. That is the whole of it.

Natural 20 is a Crit. Attacking, you deal double damage and strip a tier of the target's armor. Defending, you get an immediate free attack.

Natural 1 is a Fumble. Attacking, your weapon breaks or is lost. Defending, you take double damage and lose a tier of armor. Fumbling a firearm sends you to the black powder table, where the good outcome is that it only backfires.

Armor is a die

When you take damage, roll your armor die and subtract it. Tier 1 is -d2, tier 2 is -d4, tier 3 is -d6.

But almost nobody wears armor, for three excellent reasons: black powder ignores it completely, heavier armor raises the DR of everything you do with Agility, and going in the water in a chain shirt is a decision you make once.

Tier 2 and 3 armor also shuts off Relics and Rituals entirely.

Other things you will test

  • Carrying capacity is 8 + Strength items. Past that, Strength and Agility DRs go up by 2.
  • Holding your breath is 1 + Toughness minutes, halved if you are doing anything strenuous. Then Toughness DR12 each round, +2 each round after, or lose 1 HP. You drown at 0.
  • Drinking grog is Toughness DR8 + however many you have already had this hour, to heal d4 HP. Fail and you vomit. Every drink is -1 Agility for an hour.
Manual updated Aug 1, 2026.