Actions

Rolls

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    1. Attribute and Skills Rolls

Every character has six primary attributes that determine how physically and mentally tough, resilient, and agile they are (more on these later), as well as skills that define what they have been trained to do. When the character encounters a situation in which the Game Master (GM) determines that an attribute or skill will be called into play, the player will roll a number of 6-sided dice equal to the level at which they possess the attribute or skill in question.

One very important rule is that whenever a character rolls a 6, they are entitled to roll an extra die, meaning that even minimally trained characters can achieve success if they are very lucky.

Jeremy has learned to use a short sword at level 4. One day the time finally comes for him to use his sword for the purpose for which it was created. The player rolls four 6-sided dice to determine Jeremy’s degree of success. On this occasion, he rolls very well, getting a 3, 4, 6, 6. Because of the two 6’s, he gets to roll two extra dice, getting 2 and 6. The new 6 again entitles him to an extra die roll, which nets him another 4. The final result of his roll is 2, 3, 4, 4, 6, 6, 6. Not bad for only having 4 dice to roll!