General Rules Roll Resolution Roll Calculation A roll is always  Roll = 1d20 + Attribute Bonus + Training Bonus + Resource Bonus   Defense Calculation A defense has 2 values. A low target value and a high target value. Low Defense = 1d20 + Attribute Bonus + Training Bonus + Resource Bonus High Defense = Low Defense + 4 + Fortification Roll Results If a roll is at least the low defense value you get 1 success. If it is at least the high defense value you get 2 successes. If you roll a 1 or miss the low defense value by 10 you reduce your successes by 1. If you roll a 20 or beat the high defense value by 10 you get one more success. So you will get between -1 and 3 successes. Successes Result Effect -1 Disaster Roll's disaster effect + target's rider 0 Failure target's rider 1 Pass Roll's success effect 2 Success Roll's success effect + actor's rider 3 Triumph Roll's triumph effect + actor's rider Roll Modifiers With Assurance: Rolled Disasters become Failures. On rolled Failures, the target can't use its Rider. With Risk: Rolled Failures become Disasters. With Ease: Rolled Successes become Triumphs. With Difficulty: Rolled Triumphs become Successes. On rolled Successes, the actor can't use its Rider. Fated: Rolled Passes become Successes when the die roll is 11 or higher Failures otherwise. With Assurance and With Risk negate each other, as do With Ease and With Difficulty. Basic Actions Discover Research Observe Influence Attack An Attack is a roll with the Strike training against the target's Evade defense. It has the following results: Disaster: You are off-guard (-2 to physical defenses) until the start of you next turn. Pass: You cause 2 + half Strength Stamina damage Triumph: You cause 4 + half Strength Stamina damage Any attack since the start of your turn after the first is done With Difficulty and With Risk. The target can instead use its Block defense but then, any attack against it is made With Ease (this means that any further attack in a turn is only made With Risk). Quip A Quip is a roll with the Speak training against the higher of the target's Resist or Solve defense. It hase the following results: Disaster: You are off-wits (-2 to mental defenses) until the start of your next turn. Pass: You cause 2 + half Willpower Morale damage Triumph: You cause 4 + half Willpower Morale damage You can only make Quip per turn. Interact Support Help Move Conditions Off-Guard You are unable to defend yourself properly. You take a -2 penalty to Block and Evade defenses. Off-Wits You are off track with your thoughts and easily distracted. You take a  -2 penalty to Resist and Solve defenses. Fatigued You are out of energy and need rest. You take a -2 penalty to all checks .   Aghast Your spirit is shattered and you so no good way forward. You take a -2 penalty to all defenses .