The action roll is the core roll of the game. When the crew is on a job and a PC attempts a risky action, they make an action roll to determine the outcome.

Risky

"Risky" means the action has a chance of failure. If there's no chance of failure, there's no roll. The PC just does it.

Similarly, if there's no chance of success, the action is impossible. There's no roll, and the PC doesn't do it.

On a Job

Action rolls only occur when the crew is on a job and under pressure. At any other time, all rolls are simpler fortune rolls.

<aside> <img src="/icons/die6_gray.svg" alt="/icons/die6_gray.svg" width="40px" /> To make an action roll:

  1. Describe the action the PC takes.
  2. Pick an action stat that matches the PC’s in-game action.
  3. Start with 1D for each dot marked across that action’s row.
  4. Subtract -1D…
  5. Add +1D…
  6. Roll the final pool of dice & read the single highest result:

Only players make action rolls. If an NPC acts & the outcome is uncertain, the GM has two options:

Subtracting Dice

Adding Dice

Outcomes

<aside> <img src="/icons/pencil_gray.svg" alt="/icons/pencil_gray.svg" width="40px" />

Action rolls are negotiations:

< Fortune Rolls | Resistance Rolls >