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== Core Procedures == === The Basic Roll === <div class="ss-rule-formula">'''3d6 + Attribute + Skill ≥ target number'''</div> The target number is a Difficulty, Defense, or Resistance. Roll only when the outcome is uncertain and failure would matter. If a capable character has enough time, proper equipment, and no meaningful opposition, the action succeeds without a roll. === Difficulties === {| class="wikitable codex-table ss-rules-table" ! Difficulty ! Description ! Use |- | 9 | Routine under pressure | Only uncertainty, haste, or impairment makes this worth rolling. |- | 12 | Challenging | A trained person with a useful Attribute succeeds more often than not. |- | 15 | Difficult | Calls for ability, expertise, or favorable circumstances. |- | 18 | Formidable | A serious challenge even for an accomplished hero. |- | 21 | Extraordinary | Beyond ordinary professional competence. |- | 24+ | Legendary | Reserved for deeds that should astonish witnesses. |} === Bonus and Penalty Dice === A favorable circumstance grants a bonus die: roll 4d6 and keep the highest three. An unfavorable circumstance imposes a penalty die: roll 4d6 and keep the lowest three. One bonus die cancels one penalty die. Additional dice of the same kind do not stack; judge the situation as a whole and roll at most one bonus or penalty die. Attributes, Skill ratings, weapon damage, Protection, and other intrinsic scores remain fixed numbers. === Degrees === The amount by which a roll succeeds or fails may matter. A margin of 5 indicates a strong result or serious complication; a margin of 10 indicates an exceptional result or decisive failure. The Narrator describes the consequence rather than consulting a separate table for every activity. === Who Rolls === The character driving the action rolls. An attacker, deceiver, coercer, or phasm user rolls against the target’s Defense or relevant Resistance. When an impersonal danger such as poison, weather, or a collapsing structure threatens a character, that character rolls an Attribute or Skill against a Difficulty. Never roll for both sides. Ordinary weapon damage requires no defensive roll. {{SeventhSunNav}} </div>
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