Rolling Basics
The main die type is d6, ideally you want multiple D6 of two colours.
- 1-4 are failures
- 5 is a success
- 6 is a explosive success, you succeed and get to roll another dice.
Dice pools are typically a stat + skill roll with numbers of successes determining degree of success
Dice pools are modified by the difficulty something easy to do gets extra dice to roll some thing difficult gets black dice to roll.
Black dice are rolled the same and normal dice but successes are removed from your success total. Black dice cannot explode providing you have at least 1 point in luck (which all chars start with).
| Difficulty Rating | Dice Change | Definition |
|---|---|---|
| Very Easy | Automatic success | Even a completely unskilled person has little chance of failure |
| Easy | + 6 Dice | Not difficult with even a little training |
| Routine | +3 Dice | A skilled person does this all the time |
| Average | A skilled person would normally achieve this task | |
| Hard | 3 Black Dice | There is significant opposition to the task |
| Very Difficult | 6 Black Dice | Only a trained professional has a real chance |
| Incredibly Difficult | 9 Black Dice | Very tough opposition or circumstances |
| Stupidly Difficult | 12 Black Dice | Only an expert has a real chance |
| Heroic | 15 Black Dice | An expert would consider this folly |
| Legendary | 18 Black Dice | Only someone at the top of her field even has a chance |
| Successes Gained | Degree of Success |
|---|---|
| -6 | Horrific Blunder |
| -3 | Dangerous Bungle |
| -1 | Disruptive Misfortune |
| 0 | Failure |
| 1 | Partial Success – Just about managed it |
| 2 | Success – Task completed methodically |
| 3 | Good Success – Completed with some flair |
| 6 | Impressive Success – A demonstration of mastery |
| 10 | Virtuoso Success – An amazing performance |
| 15 | Awe-inspiring Success – People will talk about this for years |
Complementary & group Rolls
Working together or with more than one appropriate skill or an assistant allows you to add an extra dice pool equal to the appropriate skill of your own or your assistant. Note just the skill with no stat modifier.
Trying again
You can try again with a further +1 Black dice, doubling every extra attempt. You can always go away and come back later at no penalty. This does not apply to combat.