| Athletics: | |
| Brains: | |
| Charm: | |
| Moxie: | |
| Weird: |
Roll as many dice as your stat rank to get your Result. You will need to match or exceed the task’s Dificulty rating (set by the GM) to succeed. Easy dificulty is 5, average dificulty is 10, hard dificulty is 16, and nigh-impossible dificulty is 24.
Any time you make a check, roll a Weird Die in place of (not in addition to) one of the normal dice. It should be of a different color, and ideally should have a symbol of some kind in place of the 6. If that die comes up on the 6, it counts as zero points towards your Result, and regardless of whether you succeed, something Weird happens.
If two characters are competing or in conflict, they each make rolls as per the action resolution rules, and the one with the higher result wins. The loser takes Stress equal to the winner’s result divided by the loser’s attribute (round up). If you don’t want to take Stress you can give in before you roll.
If you take Stress equal to or greater than your Stress Limit, you have to role-play your Stress Explosion for real-time minutes equal to the Stress points you have, after which your Stress goes down to zero.