How to Play
State what you want to change and how you act. The GM decides whether the action is routine, impossible as stated, or uncertain enough to need a roll.
You do not roll for every attempt. If your character can do it and there is no consequential downside, the action happens. If the method cannot reach the target Scale, a lucky roll does not bypass that limit; first create leverage, exploit a weakness, combine forces, use applicable Technique Reach, transform, or pursue another objective.
When a consequential roll is needed, roll 2d6 + the rating that matches your approach. Under the default profile, Force covers direct output and endurance, Finesse speed and precision, Insight analysis and pattern-reading, and Resolve focus and persistence.
- 10+ Decisive Hit: achieve the full intent named for the roll.
- 7–9 Costly Hit: achieve the core intent and face one proportionate consequence.
- 6− Setback: the situation turns against you and leaves a new problem or choice.
One roll resolves one stated intent. If you roll to cross a collapsing gate and reach safety, a Decisive Hit gets you there. Roll again only when a new obstacle, goal, or uncertainty appears.