Basic Rules
Making a Roll
Roleplay and narrative precede dice. Dice are a way to check whether things are successful and a way to resolve conflict. You should play and act out your character first, don't ask to roll. When you need to roll, your GM will notify you.
Rolls are composed of pools of dice, one which represents your capabilities, and one which represents the challenge. Or in the case of combat, your enemy's capabilities.
You should use a consistent colour for your dice pool, and a different colour for the opposing dice pool.
Assemble your Dice
To assemble your dice, first determine which Attributes is used. This is decided by your GM based on the narrative circumstance. If you disagree with the GM, feel free to politely do so and make your case, Attributes usage is flexible.
Once you determined which attribute is used, gather a number of D6 equal to its value.
Next, determine the Skill used, this is figured out the same way Attributes are.
Once your Skill is determined, upgrade a number of dice equal to its value. Upgrading means replacing a D6 with a D12.
If your skill is higher than your ability, add additional D6s equal to the overflow..
Assemble Opposing Dice
Your GM will provide you with the opposing dice.
Resolve the Dice
Roll all the dice, add up your dice, and add up the opposing dice.
As long as your value is higher than the opposing value, you succeeded. If it is lower, you failed.
But a roll is not just about success and failure, it's about how much you failed or succeeded. This is determined by the ratio of your results. If your value is 2 times the opposing value, you succeeded critically, even more so if you rolled 3x, 4x, and so on. The same goes for the opposite scenario, where the opposing roll is higher by a certain multiple.
Critical success in combat deals a Wound, the higher the multiple the more substantial it is. You are also dealt wounds when an enemy deals a critical success against you.