Action Rolls

When the DM rules a goal is possible, the spotlight player makes an action roll. Before rolling, you make two choices: which action to use and whether to approach it safely or riskily.

Safe Rolls

Safe rolls represent careful, methodical approaches that rely on training and preparation.

Procedure: Roll 1d12 against your action proficiency (action rating + current capacity score).

ResultOutcome
1Critical Success: Achieve your goal plus a bonus
2 through proficiencySuccess: Accomplish exactly what you intended
Above proficiency through 11Failure: Don't achieve your goal; gain 1 balance token
12Critical Failure: Fail with complications; gain 1 balance token

Example: Izzo attempts a Judge roll to determine if someone is lying. His Judge rating is 3, his Wit score is 7, so his proficiency is 10. He rolls a 6, which is a success. He knows they are lying but he doesn't explicitly know what thy're lying about.

Restriction: You cannot choose safe rolls while Reckless (Wit at minimum). Desperation forces audacity.

Risky Rolls

Risky rolls are all-or-nothing gambles. You throw everything into a single moment of possibility.

Procedure: Roll a number of d12s equal to your action luck (action rating + 2). You're looking for at least one result of 1.

ResultOutcome
Any die shows 1Critical Success: Achieve your goal plus a bonus
No dice show 1Critical Failure: Fail with complications; gain 1 balance token

Risky rolls have no middle ground: you either succeed spectacularly or fail dramatically. Even a character with 0 in an action still rolls 2 dice, giving them a chance at the impossible.

Example: Izzo needs to sprint across an open courtyard under fire. His Maneuver rating is 1, so his action luck is 3. He rolls three d12s: 4, 11, 1. One die shows 1, which is a critical success. He makes it across unscathed and spots a fire suppression system he could use to extinguish the flames.

Outcomes in Detail

Critical Success. You achieve your goal and something extra works in your favor. The DM determines the bonus; it should emerge from the fiction. When nothing specific comes to mind, use the standard bonus: the player gains +1 to a capacity score of their choice.

Success. You accomplish exactly what you intended. Clean and effective.

Failure. You don't achieve your goal, but you gain 1 balance token. The DM takes the spotlight. Failure always moves the story forward; it creates new complications, revelations, or obstacles rather than dead ends.

Critical Failure. You fail and something goes wrong. You gain 1 balance token, and the DM gains 1 interruption token. The DM determines the complication. The standard complication: the player loses 1 capacity score (DM's choice), or the DM gains an additional interruption token instead.

For further simplification, the standard bonus or complication can target the capacity associated with the action used in the roll.

Balance Tokens

All failures (regular and critical) award balance tokens. These represent wisdom gained from setbacks.

Core use: During your own roll, spend 1 balance token to reduce any single die result by 1. This can transform a 2 into a critical success, push a near-miss below your proficiency, or turn a 12 into a regular failure.

Additional uses:

  • Fuel your calling's unique balance token ability
  • Power specific talents that cost balance tokens
  • Prevent death through Lachesis' Tax (see Harm & Healing)

Limits:

  • Maximum of 6 balance tokens at once
  • Cannot gain balance tokens while Demoralized (Zeal at minimum)
  • Can only be spent on your own rolls

Special Rolls

Group Action Rolls

When multiple characters collaborate on a single large challenge, use a group action roll.

Procedure:

  1. Choose a lead. One player takes the spotlight and will make the final roll, which must be risky.
  2. Supporting players act. Each describes their contribution and makes an action roll using an appropriate action. These supporting actions do not have an Instant Window, so no instant talents can be used during this step.
  3. Instant window. Only the lead and any non-participating supporting players may use instant talents.
  4. Lead rolls. The lead makes a risky roll, adding bonus dice based on support results:
    • +1 die per supporting player who succeeded
    • +2 dice per supporting player who critically succeeded
    • -1 die per supporting player who critically failed (regular failures have no effect)
  5. Apply the lead's result to the entire effort.

Group action rolls work well when you want to encompass a multi-step or large process that would involve a group and potentially multiple spotlight turns. The goal is to distill what might take individuals several rolls and turns into a single roll, speeding up gameplay. For example infiltrating facilities, conducting rituals, executing a heist, barricading a door, or any situation where individual contributions feed into a shared outcome.

Stacked Rolls

Some talents or favorable circumstances grant stacked rolls: controlled risk-taking with multiple attempts at success.

Procedure:

  1. Gather dice equal to your action luck (same as risky rolls).
  2. Roll one die at a time.
  3. After each die, choose: keep this result or discard it and roll the next die.
  4. When you keep a result (or run out of dice), resolve it as a safe roll by comparing it to your action proficiency.

Stacked rolls give better odds than a standard safe roll while still carrying some risk. They represent situations where you can gauge your progress and adjust mid-attempt.

Capacity Rolls

When external forces act on your character (poison, mental intrusion, environmental hazards, incoming attacks), you make a capacity roll to resist.

Procedure: Roll 1d12 against your current capacity score. Succeed if you roll equal to or under the score. Capacity rolls are pass/fail only with no critical results.

CapacityResists
VigorPoison, disease, exhaustion, physical stress
WitMental intrusion, confusion, disorientation
ZealSocial pressure, spiritual assault, morale effects
ProtectionHard hits (add Reflex bonus to Protection score for this roll)

The DM decides which capacity is targeted based on the threat. Capacity roll failures grant balance tokens but do not give the DM the spotlight.

Example: Izzo walks through a corridor venting toxic gas. The DM calls for a Vigor roll. Izzo's Vigor is 1. He rolls a 1, which is a pass. He makes it through coughing but unharmed. If he'd rolled anything else, he'd take the consequence (likely losing 1 Protection or potentially suffering a direct wound) and gain a balance token.