Player's Handbook · Chapter 3
One Roll: Four Actions, Four Outcomes
The core roll
Roll 4dF, add your approach bonus (and any stunt or aspect bonuses), and compare to a difficulty the Narrator sets — or to an opponent's roll.
- Fail: your total is less than the target.
- Tie: your total equals the target.
- Succeed: your total is greater than the target.
- Succeed with style: your total is at least three greater than the target.
Sometimes you just succeed without rolling — if nothing's at stake and nobody's stopping you, the Narrator says so and moves on.
The four actions
Every roll is one of these:
- Create an advantage — help yourself or a friend. Create or discover an aspect (succeed = one free invocation; style = two), or put a free invocation on an aspect you already know. Tie on a new aspect gives a boost instead.
- Overcome — get past an obstacle. Fail: no, or succeed at serious cost. Tie: succeed at a minor cost. Succeed: you accomplish your goal. Style: goal + a boost.
- Attack — hurt someone, physically or mentally. Fail: no effect. Tie: no damage, but you gain a boost. Succeed: damage (see Getting Hurt). Style: damage, and you may reduce it by 1 for a boost.
- Defend — stop one of the other three. Fail: suffer what their success gives them. Tie/Succeed: their effort falls short (check their action's outcome). Style: they fail and you gain a boost.
An ally can help you: they give up their action and describe how, and you get +1 per helper (the Narrator caps how many can pile on).
Full rules: [The Four Actions & Four Outcomes](@Missing file). Cheat sheet: [Quick Reference](@Missing file). The action card template is [Action Card](@Missing file).
Manual updated Oct 5, 2026.