When your character attempts something risky, you roll dice based on the
Gifts are rated 1–5 dots. Skills are rated 0–5 dots.
Each die is evaluated independently against the Gift or Skill value it corresponds to. The formula is straightforward:
value - roll + 1Higher values reward low rolls more generously. A roll of 6 scores 0 successes like any other miss — unless it is part of a fumble, described below.
| Roll | Successes |
|---|---|
| 1 | 4 |
| 2 | 3 |
| 3 | 2 |
| 4 | 1 |
| 5 | 0 |
| 6 | 0 |
A fumble occurs only when every die in the pool shows a 6. It applies a flat −1 to the success total. Fumbles do not stack — at most one fumble per roll, no matter how many sixes appear.
A lone 6 in a larger pool is not a fumble. It simply contributes 0 successes, the same as any other miss.
Skill reduces fumble risk. A character rolling only their Gift (1 die) fumbles on any 6. A character with a relevant Skill (2 dice) must roll double-sixes. Prepared characters (3 dice) almost never fumble. Getting better at something makes catastrophic failure genuinely rare.
The table below shows the average (expected) number of successes per die at each Gift or Skill value:
| Value | Expected Successes |
|---|---|
| 1 | 0.17 |
| 2 | 0.50 |
| 3 | 1.00 |
| 4 | 1.67 |
| 5 | 2.50 |
Each additional
When two characters act against each other, both sides roll simultaneously and follow these steps:
Alia (Gift:
Alia's total: 2
Guard's total: 0 + 3 = 3
Alia scored 2 successes; the Guard scored 3. Neither total is negative, so no bonus transfer occurs. The Guard wins by a degree of success of 1.
Suppose both of the Guard's dice had shown a 6. Every die in the pool is a 6 — that is a fumble. The Guard's total becomes 0 + 0 − 1 = −1. That negative value transfers as a bonus to Alia, giving her 2 + 1 = 3, while the Guard's total is set to 0. Alia wins by a degree of success of 3.
© Soltherra RPG System