Rules Mechanics

Basic Task Resolution

Every time a character wants to perform an action which has a chance of failing, the GM may ask the player to roll the dice to determine the outcome of said action. The basic task resolution method is the attribute check. The GM picks the appropriate attribute and decides how difficult the task at hand is. Then the player rolls one six-sided die (also called d6) and adds the relevant attribute's level to the roll's result. If the character knows any skills that might help in that situation, he may add 2 to his result. The final result is then compared to the difficulty level set by the GM. If the result is equal or higher the task was successful. If not, the task failed.

Optional: If a character knows more than one skill that could be used in a given situation, the GM may allow the player to add another 2 to the result.

Exploding die

Whenever a player rolls a 6, the die may "explode". This means, the player may roll again and add the second result. If the second result is another 6, you roll again. Only damage rolls and attribute checks where the character owns an appropriate skill are subject to this rule.

Automatic success

When the risk of failing is extremely low, or the task is only of minor importance to the story, and the character has the appropriate skill, the GM may decide that no roll is necessary.

Unopposed check

If the task at hand is not actively opposed, the player has to beat a difficulty level determined by the GM.

Opposed check

When two characters are in direct competition, the opposed check method is used. The DL of the active character is determined by a roll made by the passive character.

Example: A thief wants to sneak past a guard unnoticed. The guard then rolls a d6 and adds his Mage attribute and the +2 bonus if he owns the Awareness skill to the result. This result then is the DL for the thief's attribute check.

Optional: Instead of rolling, you can just add 3 to the relevant attribute (and the skill bonus) to get the DL.

Circumstantial modifiers

There are circumstances which can make tasks harder or easier to perform than usual: The lack of tools makes it harder to craft something, a master crafted weapon grants a bonus to an attack, or bad lighting conditions make it easier to hide in the shadows. The GM may add circumstantial modifiers to any DL if appropriate.

Using Fate

A character can spend one of his Fate points to do the following (GM approval needed):

    • Ignore an attack that would have killed the character

    • Change a minor detail in the game world.

    • For example: your character knows the NPC you’ve just met. Or there is a shop in the town you just entered with the equipment you need.

    • Reroll a single die roll or add +2 to a single check

Fate doesn't regenerate automatically, so players are advised not to waste their Fate. GMs are meant to grant players Fate for heroic actions, good role playing and certain goals their characters achieved.