Core Resolution
Overview
This document defines the first-pass core procedure for resolving uncertain or risky actions.
The current draft uses a capped d10 dice-pool model. The acting character rolls a pool of ten-sided dice, reads the single highest die for the main outcome, and checks matching dice for extra effects. The roll never uses addition, subtraction, target numbers, or counted successes.
In ordinary play, characters should only roll when the outcome is genuinely uncertain and the result will matter. Trivial actions, uncontested expertise, and scenes where failure would add nothing should be handled through description and established competence instead.
Action Structure
Each risky action currently follows five steps.
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The player states what the character is trying to accomplish.
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The table clarifies the approach being used.
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The Storyteller states the starting position and likely consequence.
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The player builds the dice pool from Talents, help, tools, leverage, and pressure.
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The player rolls and the table resolves the highest die, any matches, and the resulting change in the scene.
This structure keeps the roll connected to fictional intent instead of reducing every action to a disconnected skill check. The action is not only about whether the character can do something in the abstract. It is about what they are trying to change in the current situation and what the world may demand in return.
Dice Model
The first-pass model uses the following structure.
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Start from the character’s relevant Talent, permission, or practiced capability.
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Add dice for advantages such as preparation, assistance, strong tools, good position, local knowledge, social standing, or other fictional leverage.
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Remove dice for pressure such as Conditions, poor position, hostile circumstances, opposition, exhaustion, injury, social danger, or unstable resonance.
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Roll the final pool, to a maximum of
10dice. -
Read the single highest die for the main outcome.
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Check matching high and low dice for secondary effects.
The roll never adds die values together and never counts successes. A larger pool improves the chance of a strong high die and creates more room for matches, but the result remains quick to read at the table.
This same structure should be able to carry , perilous travel, social tests, ritual procedures, emergency magical work, and dangerous exploration. Later subsystems can add tags, Talents, costs, or scene procedures without replacing the chassis. Recurring mechanical effects should also remain concrete enough to fit the Rules Data Model.
Outcome Bands
The main outcome is determined by the highest die in the pool.
| Highest Die | Outcome | Meaning |
|---|---|---|
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Breakthrough |
The character succeeds, gains more than expected, improves position, or creates a lasting advantage. |
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Clean Success |
The character accomplishes the intent without paying the main stated cost. |
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Costly Success |
The character succeeds, but with a cost, complication, exposure, delay, reduced position, or resource pressure. |
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Unstable Result |
The character gets partial, temporary, reduced, or conditional progress. The situation remains dangerous or shifts against them. |
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Trouble |
The character does not get what they wanted, or only gets it under the Storyteller’s hardest terms. The opposition, environment, or consequence advances. |
These bands should usually produce both forward movement and changed pressure rather than static dead stops. Even Trouble should alter the scene: a threat advances, a cost lands, a door closes, a lie is exposed, a Condition appears, or the characters learn something at a price.
Matches
Matches are the secondary read on a roll.
| Match Type | Threshold | Effect |
|---|---|---|
High Match |
Two or more dice showing the same number from |
Triggers Talent-based extra effects according to match size and matched value. |
Low Match |
Two or more dice showing the same number from |
Generates Storyteller points. |
Middle Match |
Two or more dice showing the same number from |
Has no default effect unless a Talent, threat, or special rule uses it. |
A roll can produce both a high match and a low match. This allows a character to achieve something remarkable while also giving the Storyteller stored pressure for later escalation.
High matches are always interpreted through Talents or other specific permissions. They should add effects such as extra leverage, protection, declaration rights, insight, improved position, extended reach, or reduced fallout. They should not simply restate the base success.
High-match strength has two parts: the number of matching dice and the value shown on those dice. The value band controls quality, while match size upgrades scale. A 6-7 match is common and should usually create only a minor Talent effect. An 8-9 match creates the Talent’s standard extra effect. A 10 match creates a strong effect.
Low matches generate Storyteller points according to the matched dice.
| Low Match Pattern | Storyteller Points |
|---|---|
One low pair |
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Low three-of-a-kind |
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Low four-of-a-kind or more |
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Two separate low pairs |
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High-match strength is Talent-facing.
| High Match Pattern | Talent Effect Strength |
|---|---|
Pair |
Use the effect for the matched value band: minor at |
Three-of-a-kind |
Upgrade one step, or choose two lower-step effects if the Talent allows it. |
Four-of-a-kind or more |
Create a major Talent expression in the matched value band, still bounded by the Talent’s permission. |
| Matched Value | Usual Effect Quality |
|---|---|
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Minor effect: useful but narrow, often information, reduced friction, small positioning, or limited protection. |
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Standard effect: the Talent’s normal extra benefit. |
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Strong effect: cleaner, broader, more durable, or more decisive than the standard effect. |
Talent tier may limit which high-match rows a character can use. If a Talent’s tier grants only Pair access, a stronger match can still improve the available Pair effect as described by that Talent, but it does not automatically unlock every stronger row.
When a roll contains more than one high match, use the strongest relevant pattern unless a Talent says otherwise. Read match size first, then matched value band. For example, three 8s outrank a pair of 10s, while a pair of 10s outranks a pair of 6s.
Zero-Dice Pressure
If pressure would reduce a pool below 1 die, the character still rolls one die under strain.
When rolling under strain, read the highest die normally. If the die shows 1, 2, or 3, the result also gives the Storyteller 1 point even without a low match.
This keeps desperate action playable while making overmatched action visibly dangerous.
Probability Reference
The following tables show the approximate chance of each outcome and match pattern for pools from 1 to 10 dice. Percentages are rounded to two decimal places.
Highest-Die Outcomes
| Dice | Trouble 1-3 |
Unstable 4-5 |
Costly 6-7 |
Clean 8-9 |
Breakthrough 10 |
|---|---|---|---|---|---|
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Match Chances
| Dice | High Match | Low Match | Either High or Low | Both High and Low | Middle Match |
|---|---|---|---|---|---|
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Storyteller Point Distribution
| Dice | 0 STP |
1 STP |
2 STP |
3 STP |
4+ STP |
Expected STP |
|---|---|---|---|---|---|---|
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High-Match Strength
For quick reading at the table, use the qualitative matrix first.
| Match Pattern | 6-7 |
8-9 |
10 |
|---|---|---|---|
Pair |
Common minor effect. |
Less common standard effect. |
Rare strong effect. |
Three-of-a-kind |
Uncommon standard effect or two minor effects. |
Rare strong effect or two standard effects. |
Very rare exceptional effect. |
Four-of-a-kind or more |
Rare major bounded effect. |
Very rare strong major effect. |
Exceptional Talent expression. |
The next table is cumulative. Each entry answers, "What is the chance of getting at least this match quality?" This is usually easier to read than exact strongest-pattern buckets because the probabilities decrease from left to right within each match size.
| Dice | Pair 6+ |
Pair 8+ |
Pair 10 |
Triple 6+ |
Triple 8+ |
Triple 10 |
Four+ 6+ |
Four+ 8+ |
Four+ 10 |
|---|---|---|---|---|---|---|---|---|---|
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The final table reads the strongest exact high-match pattern present, not every separate match. It is useful for design analysis, but less useful as the first table-facing probability reference.
| Dice | No High Match | Pair 6-7 |
Pair 8-9 |
Pair 10 |
Triple 6-7 |
Triple 8-9 |
Triple 10 |
Four+ 6-7 |
Four+ 8-9 |
Four+ 10 |
|---|---|---|---|---|---|---|---|---|---|---|
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As a working design read, 4 to 6 dice is the normal competent range. At 7 or more dice, Trouble nearly disappears, Breakthrough becomes common, and both high-match benefits and Storyteller-point generation become frequent.
Position and Consequence
Before a roll, the Storyteller should state the action’s starting risk position and likely consequence level.
Risk position answers how exposed the character is while attempting the action. A simple first-pass ladder is Controlled, Risky, and Dire.
Consequence level answers what the likely price will be if the action goes poorly or only partly succeeds. A useful first-pass ladder is Minor, Serious, and Severe.
This distinction matters because not all dangerous actions fail in the same way. A ritual in a protected sanctuary may be difficult but relatively contained. A negotiation in front of hostile witnesses may be mechanically modest but politically severe. A cliffside retreat under storm pressure may be physically simple but positioned disastrously.
The Storyteller should therefore describe consequence in setting-facing terms whenever possible: wounds, strain, social offense, lost standing, broken tools, exposed lies, contamination, attention, or unstable resonance are all stronger outcomes here than anonymous penalty text.
Advantage Pressure and Assistance
The game should support situational change without turning every roll into arithmetic clutter.
For now, the draft assumes three common ways to affect a pool before dice are cast.
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Advantage: add dice from leverage, preparation, superior tools, strong permissions, or especially favorable fictional position. -
Pressure: remove dice because the character is rushed, compromised, unsupported, harmed, mistrusted, or acting through unfavorable conditions. -
Assistance: another character helps, adding dice when the fiction supports it and exposing themselves to shared cost.
The important choice is structural: the rules should reward good setup and teamwork, but ordinary actions should remain readable after the pool is built. The table should care about why dice were added or removed because those fictional reasons shape the consequences that can follow.