This system uses multiple different types of dice. The dice used are: d4s(4-sided dice), d6s, d8s, d10s, and d12s. Commoners generally receive anywhere between 1d6 and 1d10 on any roll. The amount of dice a player receives is based on the stat or skill (henceforth known as SOS) they are using. The one’s digit of the SOS you are looking at determines your base die. Look at the following chart to see what your base die type is.

Number1 Die Type
0 or 1 Nothing
2 or 3 d4
4 or 5 d6
6 or 7 d8
8 or 9 d10

1 This is the one’s digit of the SOS you are looking at.

To gain d12s you must have a tiered SOS. What this means is that you need a SOS above 9 (i.e. 10 or higher). The ten’s digit tells you what tier your SOS is in. For the purposes of game terms the ten’s digit of a SOS is every digit except the one’s digit (i.e. 138 would have a ten’s digit of 13. Or be 13th tier). Furthermore, whenever you use a SOS you gain an amount of d12s to use equal to that SOS’s tier. Look at the following chart to see how many d12s are gained from higher tiers.

Tier2 Dice Gained
0 Nothing
1 +1d12
2 +2d12
3 +3d12
and so on

2 Remember, a SOS’s tier is determined by its ten’s digit.

Now let’s look at some examples:

Ralph is trying to bust down a door. His ST is 14 so he gets 1d12 (tier 1) + 1d6 for his roll.

Previously, Ralph had attempted to jump over a gap. His jump skill is the base, ST in this case, plus his jump level, which is 7, for a total of 21. Thus he rolls 2d12 (tier 2) + nothing.

When rolling for a check you sum all the numbers rolled on the dice together and if this sum exceeds the Challenge Threshold (CT) then the check was a success.

In the example above when Ralph attempted to bust down the door we’ll say the CT for that is 15 (nearly impossible for Ralph). On his roll he got an 11 and a 6 for a total of 17, just barely succeeding!


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