Special Rolls

Contested Rolls

If your action is directly opposed by another character, we call these Contested Rolls. You'll roll your d20 as normal, but they will make their own roll and you'll compare the two results.

  1. Both roll against their own Skills.
  2. If one succeeds and the other fails, the winner is obvious.
  3. If both succeed, the person who rolled the Highest Number (closest to their ceiling) wins.
  4. A Bullseye beats any other success except an Ace.

Help & Hindrance

As long as you have something useful to contribute, you may grant another character Favor on a skill roll by assisting them. Conversely, you can use your action to be a hindrance and distraction, imposing Disfavor on a skill roll.

Complex Actions

Some actions are too complex to be covered by a single Skill or Attribute and instead require multiple dice rolls to be resolved simultaneously. Perhaps the player wants to pick a merchant's pocket as their entourage walks by. In this example, the player would need to roll Sneaking to avoid being caught by the guards and Sleight of Hand to do the actual pickpocketing. In these situations, there are multiple ways the situation can turn out depending on the result of each skill.

Roll a die for each skill involved and assign them as you like. Interpret the results as a combination of all the dice rolled.

Compound Actions

Some actions can't be resolved in a few seconds. Sometimes you'll be working through the night to accomplish the task. For actions like this, the GM will set two measures -

Time Per Roll -

Each time you make a roll to push this action forward, a certain amount of time passes. This can be any measure of time that makes sense for the action.

Successes Needed -

The GM will determine how many successes are needed to accomplish the task. Each time you roll, you make a note of your success or failure.

Depending on the action, this could be an all-or-nothing roll where a single failure dooms the entire activity. The other option is gathering the needed successes before rolling an equal number of failures. In this setup, the time needed is more pressing than needing immediate success.