d6:6 (pronounced “6 by 6”) numbers measure by tier and degree, each from 1–6. Tiers measure major ranks. Degrees measure difference within those ranks. When rolling a d6:6, the first die or the die closest to the player is the tier die, the other is the degree die.
Tiers have rankings:
- The 1st tier is nominal (N),
- the 2nd tier is basic (B),
- the 3rd tier is comprehensive (C),
- the 4th tier is extraordinary (E),
- the 5th tier is incredible (I),
- the 6th tier is unbelievable (U).
d6:6 numbers are ratings and have two digits separated by a colon. A rating of
3:5 is a tier
3 with a degree of
Ratings increase by degree then by tier. 3:5 precedes 3:6 then 4:1.
Attributes & Domains #
Attributes and domains have ratings.
Attributes are universal and fundamental. For example:
- Fury, Patience, & Hunger
- Practice, Memory, & Connections
- Stone, Bone, & Blood
Domains are personal and acquired. For example:
Skills, Reputations, Relationships, Spells, Subjects, Passions, Assets, Styles
Action Adjudication #
Intent: What does the player want?
Approach: How does their character try to get it?
Adjudicate: Only after the player answers both questions, the Adjudicator should answer, for themself:
- Can this Intent+Approach succeed?
- Can it fail?
- Does failure have meaningful consequences?
If any answers are no, narration or discussion will do. If, only if, all three answers are yes, Test.
Order of operations for a test:
- Adjudicator calls for the most relevant stat as determined by player’s approach
- Player states their highest relevant domain, if any
- Player rolls d6:6, looking to roll under the higher rating of the specified stat and domain to succeed.
- If the roll is equal to either their stat or domain they triumph, getting the best possible outcome.
- If the roll is over their goal but the degree die is less than the tier of their domain, they succeed.
- If none of the prior steps lead to a success, they fail.
The Adjudicator may represent difficulty by setting a minimum tier from 2–6. Any rolls of lesser tier are failures, even if they would otherwise succeed.
Contests between 2+ parties work like other tests except after determining success and failure:
- If only one party succeeded or triumphed, they win the contest.
- If more than one party succeeded, the party who rolled the highest wins the contest.
- If all parties failed, the party who rolled the highest wins the contest.