In the Dark uses 6-sided dice. Players roll 1D or more to figure out what occurs when something happens and the outcome is in doubt.In the Dark uses 6-sided dice. Players roll 1D or more to figure out what occurs when something happens and the outcome is in doubt.

After a player rolls their dice, they read the single highest result:

If a player would roll with less than 1D, they roll 2D & read the single lowest result.

Normally, only the players roll dice – the GM doesn’t need to roll. It isn’t against the rules for the GM to roll, it’s simply best practice for players to make all rolls.

There are 3 main types of rolls:

Fortune Rolls

Action Rolls

Resistance Rolls

Fortune Rolls

Fortune rolls are the simplest rolls in the game. When there's a question the players or GM want to leave up to the dice, they make a fortune roll to answer it.

Any entity can make a fortune roll – a PC, an NPC, a faction, the crew as a whole, etc. Fortune rolls resolve…

<aside> <img src="/icons/die1_gray.svg" alt="/icons/die1_gray.svg" width="40px" /> To make a fortune roll:

  1. Pick a relevant stat:
  2. Roll a number of dice equal to that stat.
  3. Read the single highest result:

Both the GM & the players can make fortune rolls. However, players should roll whenever possible:

<aside> <img src="/icons/pencil_gray.svg" alt="/icons/pencil_gray.svg" width="40px" /> Notes on fortune rolls:

Action Rolls

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:

Resistance Rolls

When a player rolls a failure (1-3) or a partial success (4-5) on an action roll, they have one chance to reduce or avoid the negative consequences that result. After the GM explains the consequences, the player who just rolled can choose to resist.

By default, resisting a consequence takes 6 stress. To lower the stress taken, the player makes a resistance roll.

<aside> <img src="/icons/die3_gray.svg" alt="/icons/die3_gray.svg" width="40px" /> To make a resistance roll:

</aside>

Resisting is optional. If the player accepts, they take stress and get a reduced consequence. If their roll was too low and the stress cost too high, they can decide not to resist after all. In that case, the GM describes the original consequence occurring.

Generally, choosing to resist reduces a consequence. 2 segments filled on the “bomb explodes” clock will reduce to 1, or the guard who would’ve raised the alarm instead tries to deal with a PC intruder by himself. Sometimes, a consequence is mild enough that reducing it allows the PC to avoid it entirely. The minor harm from an incoming punch, for example, might reduce to no harm as the PC dodges the blow.

Because PCs can reduce or totally avoid consequences, the GM should dish out fairly severe consequences on failed action rolls. However:

<aside> <img src="/icons/pencil_gray.svg" alt="/icons/pencil_gray.svg" width="40px" /> Notes on resistance rolls:

</aside>

Special Rolls

There are also a few types of modified fortune & action rolls:

Engagement Rolls

Teamwork Rolls

Flashback Rolls

Engagement Rolls

Teamwork Rolls

Flashback Rolls

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