Stat & skill rolls
Outside combat, most checks are a stat roll or a skill roll — same engine, different target.
Start here
Two kinds of ordinary roll
- Stat roll: 3d6 against the relevant stat.
- Skill roll: 3d6 against skill level + linked stat.
Same dice. Same success rule: 3d6 ≤ target.
Example: picking a lock. The GM says Lock-picking applies. Skill 3 + Intelligence 12 → target 15. Roll 3d6; 15 or less succeeds.
At the table
Making a roll easier
The GM handles these modifiers. You don't need to memorise them. The app offers the checkboxes when a skill roll is in play.
| Modifier | Range | When |
|---|---|---|
| Extra Time | +1 to +3 | More than a single action: Round / Minute / Hour / Day / … |
| Preparation | +1 to +3 | Tools, scouting, mixing inks before you start |
| Supporting Skill | +1 to +3 | A second skill that genuinely helps (GM may want a roll for it) |
| GM slider | bonus or penalty | Light, noise, haste, anything situational |
Look this up: which stat?
A stat roll uses the character's current value for a single statistic. The app has a button for each of the five core base stats, plus Perception and Initiative:
- Strength — shoving, lifting, breaking, holding on.
- Agility — balance, reflexes, when no skill specifically applies.
- Intelligence — deductions, recall, working out what makes sense.
- Constitution — toughness, poison, exhaustion. Also the target of in-fight Recovery.
- Willpower — focus, fear, persuasion. Underpins morale.
Two more behave a bit differently:
- Perception — 3d6 against Perception, with an optional Supporting Skill (0–18) from a separate skill roll the GM allows (e.g. Scouting).
- Initiative — 3d6 against Initiative, plus the equipped weapon's Initiative modifier. Read as Rank (higher acts first). See Combat.
Speed is also a stat, but its roll is different — see Speed and the Speed Bank.
Look this up: opposed rolls
When two characters push directly against each other, both make an ordinary roll and the better margin wins.
- Each side rolls 3d6 against their own target.
- Each side calculates margin: target − roll.
- The larger positive margin wins. A negative margin is a failure for that side.
- If both fail, the contest is a wash — the GM narrates a stalemate.
Not a separate roll type. The app doesn't track them as a unit; each player rolls, then you compare margins.
Bind and Grapple in Combat moves use opposed Strength rolls. Haggling, lying, out-bluffing a noble — same engine.
See also
- Dice rolls — the 3d6 mechanic and outcome names.
- Combat — Initiative, Speed, morale.
- Skills (character creation) — what each skill is for.