Rules

Rolling the dice

 * 1) Find out the relevant skills on the character sheet – these are the words or sentences that have been highlighted by the GM. For instance, words such as Marine, Infiltrator, Guns, Combat Training, N7 Training, etc. are relevant skills for a gunfight. Words such as Hacking, Observation, etc. are not relevant for fighting.
 * 2) Count one point per relevant word/sentence. If a word/sentence is underlined several times, or the GM has added a number, count this number instead of one. That's your score.
 * 3) Roll 2d6 (that's two six-sided dice). These dice will determine the success or failure of the action.
 * 4) Check with the GM whether this is a roll In Your Favor, or a roll Against You. In a roll In Your Favor, if either of the dice is lower or equal to the score, the action is a success. Otherwise, it is a failure. In a roll Against You, both dice must be lower or equal to the score.
 * 5) Roll another 1d6. This will determine the amplitude of the success/failure. So if the action was a success, an amplitude of 6 means that it was a great success (e.g. a grenade exploded and took down several Husks), while an amplitude of 1 means that it was not very useful (e.g. a Husk was barely wounded). On the other hand, if the action was a failure, an amplitude of 6 means that it was a catastrophe (e.g. a grenade meant for the Husks actually took down several Marines), while an amplitude of 1 means that it could have been much worse (e.g. the grenade misfired or exploded without harming anyone).