Core Mechanics

Dice

All tests use six-sided dice (D6). The number of dice rolled equals the ability’s exponent. Each die that meets the difficulty number is a success. Successes are compared against an obstacle (Ob).

Shade and Difficulty

Shade Difficulty Successes On
Black (B) 4+ 4, 5, 6
Gray (G) 3+ 3, 4, 5, 6
White (W) 2+ 2, 3, 4, 5, 6

Test Types

  • Standard Test: Roll vs. a fixed obstacle. Meet or exceed to succeed.
  • Versus Test: Both sides roll; most successes wins.
  • Graduated Test: Number of successes determines degree of effect.
  • Linked Test: Exceeding Ob on test 1 grants +1D to test 2; meeting Ob exactly grants no bonus; failing adds +1 Ob to test 2.

Modifiers

Advantage dice (+1D each): FoRKs, help from other characters, artha, call-on traits, tools/equipment.

Obstacle penalties (+1 Ob each): Wounds, adverse conditions, lack of tools.

FoRKs

Each related skill adds +1D to a test (+2D if exponent 7 or higher). Any number of applicable FoRKs may be used.

Help

Each assisting character adds +1D (exponent 4 or lower) or +2D (exponent 5 or higher). Helpers must possess the relevant skill or a related skill.

Beginner’s Luck

No skill? Roll the root stat at double obstacle.