When a player declares that their character plans to do something, the GM decide whether a roll is needed to determine the result of the action. When a character wants to perform an action of which the outcome is uncertain, and that is important to the story, the player must roll dice to simulate the result of the action. For example, if a dashing spy character tries to shoot from his car and hit a fleeing bandit, they need to test. On the other hand, while vacationing, they don’t need to test whether they hit the dartboard while leisurely throwing a few darts by themselves. Enter an impressive dame; our spy will have to test in order to hit the board just right and impress her. There has to be something at stake for a test to be required.
In this case, the player rolls three six-sided dice (noted as D6), comparing the result of each D6 with the character’s attribute indicated by the Game Master as the object of the test — PHYSICAL for all that require strength or agility, MENTAL for all actions linked to intelligence, senses or willpower, SOCIAL when the action requires charm, status, or empathy. Characteristics range from 1 (mediocre) to 5 (exceptional).
Each D6 roll that is equal or less than the Characteristic value is a SUCCESS. The more successes the player achieves, the better! Generally, a character will have to get as many successes as the difficulty of the test – an abstract representation of how difficult the task at hand is.
