Skill Check

The GM will call a skill check when you attempt to do something where the outcome is unsure. To make a skill check you roll:

Skill Check: Luck(1)+[Attribute]+[Skill] d6s

Push Yourself: Expend 2 stamina to add +1 bonus dice to a check.

You may gain up to +2 additional bonus dice for items, magic, allies or other effects assisting.

Result: Read the highest dice

  • Multiple 6s is a Critical Result, You go above and beyond your goal

  • 6 is a Great Result, You achieve your goal

  • 5-4 is a Mixed Result, You achieve your goal with consequences

  • 3 or less is a Limited Result (Fail), You fail your goal but gain some success (also gain +1 XP)

On a partial success or failure you may have consequences:

  • Damage: Player takes 2 stamina damage, a major failure may wound

  • Reduced Effect: Sometimes the goal is only partially or somewhat achieved

  • Complication: Such as increasing a clock, altering the encounter dice or other changes to your circumstances

  • Lost Gear: Equipment or resources used might fail, requiring repairs or replacements.

Negative Rolls

If you ever end up rolling less than 1 dice, for example zero or -1d instead you roll two dice and count only the lowest. Going beyond 0d has no further penalties but your DM may impose harsher restrictions


Saving Throw

A saving throw is called when you react to a source of danger.

You have 3 saving throw scores:

Physical (PHYS):10- DEX-STR-[½Level], dodge and withstand physical forces.

Mental (MENT): 10-INT-CHA-[½Level], reason trickery and resist mind control.

Perception (PERC): 10-PER-[½Level], spot hidden things and notice details.

Saving Throw: 2d6

Result: Compare the results to your save score

  • Over Double Save: Critical Success, you completely ignore the effect.

  • Over Save: Success, you avoid the effect as described in the ability.

  • Below Save: Failure, you are completely effected as described in the ability.

Attack Rolls

Attack Roll: [Class bonus]+[STR/DEX]d6s

STR for melee, DEX for ranged

Result: Read highest dice, as skill check

  • Crit: Deal double damage

  • Great: Deal full damage

  • Pass: Deal half damage

  • Fail: Deal no damage (STR in melee)

Melee: Always deal +STR damage

Reckless: In melee, you may allow the enemy to hit you back in exchange for increasing your success level by 1.

Contested Rolls

Most commonly found in combat manoeuvres. Contested rolls occur when two groups are directly working against each other in a goal. Such as wrestling for a wand, attempting to take control of a magical item or duel of skills.

Contested Roll: 2d6+Attribute

Result: Highest Wins