Rolling the Dice
When your character attempts something uncertain and important, the GM calls for a check. If the outcome is obvious, simply play it out. If failure would not change anything, do not roll.
Make a check
- Describe your approach. Say what your character actually does. Clever plans can change the stat, reduce the danger, or avoid a roll altogether.
- Choose the relevant stat. The GM names the stat, but your approach should matter.
- Roll d6s equal to that stat. A stat of 1 means 1d6; a stat of 4 means 4d6. Every die that shows 5 or 6 is a hit.
- Count your hits. 0 hits, 1 hit, or 2+ hits — the GM describes what happens and adds the next meaningful problem.
| Hits | Result | What it means |
|---|---|---|
| 0 | Failure | Things go badly. You may lose time, attract danger, suffer a cost, or need a new plan. |
| 1 | Mixed success | You get an unexpectedly positive result, but a complication, cost, or fresh problem arrives with it. |
| 2+ | Success | You accomplish what you set out to do. The situation may still move forward, but this check does not add a new cost. |
The middle band is deliberately the most common. With three dice, a check lands mixed roughly four times in ten, with failure and success each around three in ten — close to even thirds. More dice tilt those odds toward success; fewer dice toward failure. A stat of 3 is the balanced, ordinary competence the game is tuned around.
The four stats
- Reflexes covers speed, balance, stealth, aim, dodging, and quick hands.
- Strength covers force, endurance, fighting, lifting, and physical resistance.
- Charm covers persuasion, empathy, leadership, seduction, performance, and reading a room.
- Wits covers observation, knowledge, planning, investigation, craft, and improvisation.
A stat is a number from 1 to 4. It is both a description of your character and the number of dice you roll. A stat of 1 is a real weakness; a 4 is exceptional competence.
What complications look like
A failure or mixed success should change the fiction, not merely say "no." The GM might introduce a new enemy, a debt, a damaged item, lost time, unwanted attention, a hard choice, or a clue that points somewhere more dangerous. You still have room to act.
You can always ask what is at risk before rolling. You may revise your approach, spend time preparing, call on an ally, or choose not to attempt the action.
When no roll is needed
Routine work succeeds. A character with the right tools can cook a familiar meal, walk a safe road, or maintain ordinary equipment without a check. Roll when pressure, opposition, uncertainty, or consequence makes the moment matter.