System Basics

The diceless mechanic means that (barring a certain exception, to be described subsequently) there is no random determination of outcomes as in other games. Resolution should take place in one of two ways:

    1. Talking – the PC can or should try and convince someone to do something (or not, as the case may be) through the quality and ability of their roleplaying. This may or may not avoid the need for an opposed Check as the ST sees fit.
    1. Check – in general, these are to provide a numerical basis for determining a particular outcome. Checks can take two forms:
      a. Environmental Check (EC) – where a character is trying to do something that does not involve another character (PC or NPC) and the check difficulty is set by the ST.
      b. Character Check (CC) – where a character is trying to oppose or convince another character (PC or NPC) in anything from combat to diplomacy.
  • Difficulty is the value of the check as set either by the ST or by an opposing character’s check or statistic (e.g. Resolve). In order to win a check, you must exceed the set difficulty. Scoring lower or equal to the difficulty results in failure. The ST may rule that the margin of success or failure has a bearing on the outcome of the check.

    At its simplest, a check involves comparing the value of a Facility against the difficulty. However, the Facility value may be modified (up or down) by various other attributes and abilities that a character may have, including Status, Resources, Abilities and Talents.

    STATISTICS
    At the most basic level, a character is a set of numbers that is supposed to outline their personality and abilities. Naturally a playable character is much more than the sum of their numbers but these statistics give a player something helpful to work with when it comes to dealing with their environment and the situations their character is in.