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Dice Mechanics

Wyrd oft nereð unfægne eorl, þonne his ellen dēah. “Fate often spares the hero not fated to die, when his courage holds.” — Beowulf


Similar to other TTRPGs, action resolution uses dice. When a player or Storyteller needs to resolve an action, they settle intent, then throw the appropriate dice. Very standard — so far.

This chapter is the door. The stack itself lives in the three that follow:

Chapter What it teaches
Marks & Tiers Die types, Marks as information, Advantage / Disadvantage, how the pool is built
Omens & Consequences The Omen d20 and side-events, independent of Marks
Tide Collective pressure when a contest is larger than a clean 1v1

Player

Describe intent. Spend Exertion if you push. Read Marks as the Storyteller narrates them — not a hidden target number.

Storyteller

Name Foundation + Skill (or Primitive), declare die tier, interpret Marks and margins. No secret difficulty number to “clear.”


If an action’s outcome can significantly differ because of luck, chance, or skill — the Storyteller can ask for a roll, picking the relevant characteristics to base it on. If the fiction is already clear, do not roll. Conversation, planning, and role-play are not replaced by dice.

The Storyteller always chooses which Foundation and (if any) Skill fit the described intent, and which die tier the pool uses — that tier is the mechanical face of Advantage and Disadvantage.

Related: Marks & Tiers, Omens, Tide.