Roll mechanics

General Roll/Check Mechanic

Checks/Rolls are only made for actions with consequences or risk (including damage, wasted time when time is relevant, someone getting away, etc). 

Possible Results

There are 4 possible results from a check being made.


On a failure, either you don't accomplish what you're trying to do, or you accomplish it in a disadvantageous way, whichever is more interesting for the situation.


On a success, you accomplish what you're trying to do.

Harsh Failure

On a harsh failure, you fail in a way that's sure to create complications or twists, or is more punishing than a normal failure.

Critical Success

On a critical success, you get something extra on top of your success, or achieve a more complete success.


Each action described below requires you to roll a certain number of 6-sided dice (usually equal to Skill).  When you do so, count the number of dice that are 4, 5, or 6.  This number (noted as hits) is compared to either a static number (for a passive difficulty) or an opposed roll's hits (for an actively opposed action).  If your hits are greater than that number, the result is a Success; if not, the result is a Failure. If your hits exceed twice that number then the result of the action is a Critical Success.

If at any point you would normally roll zero dice, you may instead roll one die.  This die succeeds on a 4, 5, or 6 as normal, but a 1, 2, or 3 counts as a harsh failure instead of a failure.


When making rolls, you choose to what degree you’ll Risk the action.  This involves picking a level of risk from 0 to your Risk Limit.  Roll your check with extra dice equal to this amount (known as the roll’s Risk).  If you do not achieve enough hits to achieve a Success and you roll hits greater than or equal to your level of Risk, your Failure becomes a Harsh Failure.

Roll mechanics

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