Rolls & outcomes
Every action that can change the world calls for a roll.
The engine picks the right roll type for your verb or skill, then adds it all up:
result = die + stat modifier + skill bonuses + item bonuses − target defenses
Every roll uses a d100; only the bar it must clear changes. Combat must clear 100, everyday checks clear 50. The result lands in one of four bands: critical success, success, miss, or critical failure, and the narrator ties whichever band the dice picked back into the story.
Here's a trick most players never notice: every event card carries a roll badge, and it's clickable. Click it to see the die, every modifier on both sides, the threshold, and anything the action spent. Try three real ones:
Click any roll summary above to expand the full modifier breakdown.
Notice there are no per-item rows: a sharper weapon or sturdier armor shows up inside the stat lines. A better blade raises your Strength number; it isn’t listed as its
own modifier. The only environmental line is Location Difficulty, which scales with
the node’s level.
Area of Effect Roll Types
Some roll types (flagged AoE in the roll-type compendium) strike several targets at once, and they can go wrong in a way single-target attacks can't: fail the targeting roll and you can hit your own friends.
- First, a targeting roll. Succeed and only hostiles are caught, up to that roll type's cap.
- Then, a damage roll per target. Each struck target rolls against its own defenses. On a failed targeting roll, up to the cap of anyone present can be struck, friend or foe.
Naming a target (fireball goblin) makes them a guaranteed focal point, struck even on a failed roll. Each AoE type caps how many it can
hit; the compendium lists every cap.