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§ 04Mechanics

How Rolls Work

5d6, keep some based on your Tier in the domain you're rolling. Compare the total to a T-number. Result lands in one of five outcome bands.

When your character attempts something uncertain, you roll five six-sided dice (5d6) and keep some of them based on your skill level. Add the kept dice together. Compare to a target number the GM gives you.

The Five Skill Tiers

You have a tier in each of six domains (we'll get to those in Your Character). Your tier in the domain you're rolling determines which dice you keep:

TierWhat you do with 5d6Average result
ImpairedKeep the lowest 2~4
UntrainedKeep the lowest 3~7
TrainedKeep the highest 3~13
ProficientKeep the highest 4~16
ExpertKeep all 5~17.5

You always roll five dice. What changes is which dice count. A skilled character throws away the bad ones and keeps the good ones; an unskilled character is stuck with whatever turned up; an actively cursed character is stuck with the worst of what turned up.

This means rolling the dice itself shows your competence. Spectators at the table can tell who's good at something just by watching them physically pick which dice to count.

Target Numbers

The GM sets a difficulty for each roll. Difficulties are written with a T:

DifficultyTargetWhat it means
EasyT8Routine — you'd usually only roll if failure is interesting
StandardT11The default for most uncertain actions
HardT14Genuinely difficult — Trained characters sweat
HeroicT17Beyond ordinary skill
Legendary+T20+Once-in-a-campaign feats. Even Experts struggle.

Most rolls in play will be Standard or Hard.

What Your Roll Means

Compare your total to the Target. The result lands in one of five outcome bands:

Result vs. TargetOutcomeWhat happens
Beat T by 7 or moreCritical Success"Yes, and..." — you do it, plus a bonus, gift, or momentum shift
Meet T or beat by 1–6Success"Yes." — you do the thing
Miss T by 1–4Mixed"Yes, but..." or "No, but..." — partial success with a cost or trade
Miss T by 5–9Failure"No, and..." — you fail, and something gets worse
Miss T by 10 or moreCatastrophic Failure"No, and EVERYTHING gets worse" — disaster

Crits are rare and special. A Trained character on a Standard task crits about 1 in 28 times — once or twice per session across the whole party. When it happens, the table feels it.

Most rolls are Successes or Mixed results. Mixed is the storytelling sweet spot — it's where complications and texture come from. "You climb the wall, but you tear your sleeve and someone notices." Embrace Mixed outcomes; they make the best stories.

Example: Your character is trying to climb a wall to escape pursuers. The GM says "T11, roll Body."

You're Trained in Body, so you roll 5d6 and keep the highest 3.

The dice come up: 6, 5, 4, 2, 1.

You keep the 6, 5, and 4 = 15. That beats T11 by 4 — a clean Success. You're up the wall.

If you'd rolled 6, 6, 5, 5, 1 = 17 (or higher), that's a Crit — you'd be over the wall and you've spotted a hidden alley to escape into.

End of section · Doc P-04 · 15 sections total