Dice Rolling

When the outcome of an action is uncertain, a Player or Game Master can roll to determine the outcome.

Rolling

When rolling, you roll a 12-sided die, where 11 is replaced with vice and 12 is replaced with virtue. The result of a vice- or virtue-roll depends on the action.

If an action intentionally kills or severely harms a living creature, intentionally helps the god of vice, then that action is considered a "vice" action.
For non-vice actions, rolling vice is considered a -5, while rolling virtue is considered a 15.
For vice actions, rolling virtue is considered a -5, while rolling vice is considered a 15.

At the start of a session, Players' characters are awarding one "vice" point, and then one "virtue" point. When a Player makes a sacrificial choice, that is one that helps others but harms their character, the Game Master may award their character a virtue point as well.
Before the outcome of an action is finished being narrated and the play moves along, a Player may use their character's virtue or vice points to reroll the dice, taking the new rolled value if they so wish.
Players may not use virtue points on vice actions, nor vice points on non-vice actions.
A character may not use vice or virtue points to reroll a dice already rerolled by using a vice or virtue point.
If a character has 3 virtue and vice points, then they cannot be awarded another point.

A character may chose to use a skill to do an action (if the Game Master deems it appropriate); if no skill is used, then the Game Master choses an attribute to use instead.
After rolling the dice, add the character's score in the used skill/attribute to the rolled value.

The action may have various bonuses or penalties that one should add to the rolled value.

Result

The action has a difficulty-value. If the rolled value (after adding bonuses and penalties) is less than the difficulty-value, then a consequence is brought upon the acting character.
The consequence is minor if the difference is at most 5; a difference of 6-10 results in a medium consequence; finally, a difference above 10 results in a major consequence.
If the rolled value is 5 above the difficulty-value, and for every additional 5 above, a bonus is added to the action.

The specific consequence or bonus applying to an action is up to the Game Master, and they may decide that none makes sense for the action.
Typically, actions have listed consequences or bonuses; A Game Master should almost always use these, especially during combat. Otherwise, the following guidelines can be used:

Determining the Difficulty-Value

When rolling against a skill, like a combatant's Dodge(Wits Defense skill), the difficulty-value is simply 5+the skill's level. For example, when rolling against a level 3 Dodge(Wits Defense skill), one has to roll 5+3=8.

If the target character does not have the given skill, then the difficulty value is simply 5. The target's attributes are therefore ignored.

For most environmental challenges, the Game Master can determine the difficulty-value based on the expected proficiency like so:

Expected Proficiency to Perform the ActionDifficulty-Value
Unskilled5
Trained10
Expert15
Master25

When the Game Master wants the challenge to match the player characters' level, or has no other way of determining the difficulty-value, then the difficulty-value can be determined based on the following graph:

Lowest Characters' levelDifficulty-Value
1 5
2 7
310
412
515
617
720
822
925

Contested Rolls

If one character acts against another character, then only the acting character rolls (usually against one of the targeted character's skills). The Game Master may decide to instead have the Players' characters also roll when being targeted (for example, rolling Dodge(Wits Defense skill) when attacked by a sword).

If 2 characters are acting equally, for example if they are armwrestling each other, then both roll. After the rolled value of the 2 characters have been determined, then consider the higher as the actually rolled value, and consider the lower as the difficulty-value. If both rolls the same, then the result is a tie (which may simply lead to the action continuing with another roll).