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.

  1. Each side rolls 3d6 against their own target.
  2. Each side calculates margin: target − roll.
  3. The larger positive margin wins. A negative margin is a failure for that side.
  4. 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