RulesOfPlay

During gameplay, most thing will happen reflexively, meaning that you or the GM states the action, and then it happens.

Sometimes, there is an element of risk involved. For those, we make rolls using d12's equal to the number of dots your character has. There may be items, or situation modifiers that add or reduce that dice pool. No rolls can go below one dice, ever. On a d12, 9's and above are successes. A 12 may be re-rolled, and a 1 reduces your successes by 1, and may cause critical failure if your total successes fails below zero.

Very rarely, two entities will try to roll at each other for a contested action. For this, the aggressor rolls against its victim, less the victims relevant modifiers (Eg. armor). Each hit reduces the victims life/hull by one dot.

For abridged combat, both parties will at the same time, and the one with the highest number of successes wins.

Here is a link to all mapped ActionRolls. The GM can at any time decide that those rolls do not apply to a situation and call for some other attribute or amount of dice to be rolled.

SizeModifiers: Everything has a size, and rolling physical actions against something smaller reduces your pool by one point per size class, or increases your roll when your target is larger.