Skip to content

Dice Results and Bands

5. Dice Results and Bands

This section defines how to read a roll quickly at the table.

In Worlds That Remember: • The Fate Die (d20) determines the Success Tier (Section 2) • The Aspect Dice describe consequence axes (Section 3) • This section explains how to convert those results into a single clear outcome statement.


5.1 Read Order (Fast Procedure)

Resolve every roll in this order:

  1. Read the Fate Die (d20) → determine Success Tier (Section 2)
  2. For each Aspect Die rolled, read its Band using Section 3 tables: • d4 COST • d6 CONTROL • d8 EFFECT • d10 DANGER • d12 OPPORTUNITY
  3. Speak the outcome as: “Fate Tier + (Cost / Control / Effect / Danger / Opportunity bands)”
  4. Apply consequences through existing systems: • Tags (Section 6) • Fatigue (Section 10) • Conditions (Section 11) • Trauma & Scars (Section 12) • Scene escalation and Defense pressure (Section 13) • Locations (Section 15) • Exposure (Section 17) • Attention and Doom (Sections 18–19) • Catastrophes and Legacy (Sections 20–21)

5.2 Multiple Dice on the Same Axis

Sometimes a pool includes more than one die on the same axis.

When multiple dice exist on one axis:

• CONTROL / EFFECT / OPPORTUNITY: take the highest result (best band) • COST / DANGER: take the highest result (worst band)

Additional dice on that axis are narrative color only unless a rule explicitly says otherwise.


5.3 Outcome Statement Template

Fate Tier: [Catastrophe / Failure / Costly Success / Clean Success / Strong Success / Twist] COST: [band] CONTROL: [band] EFFECT: [band] DANGER: [band] OPPORTUNITY: [band]

If an axis was not rolled, omit that line.


5.4 Design Intent

Dice bands exist to ensure:

• outcomes are readable in seconds • consequences are explicit • escalation is consistent • no roll resolves as “nothing happens”