Resolution System
2. Resolution System
Resolution answers two questions:
1) Did your intent happen? (Fate Die — d20)
2) What did it cost, disturb, attract, or change? (Aspect Dice — d4–d12)
The system is designed for fast reading and explicit consequence.
2.1 The Fate Die (d20)
Every test rolls a mandatory d20 Fate Die.
The Fate Die determines the Success Tier. Aspect Dice never change success; they define meaning.
Fate Tiers (Default):
| d20 | Tier | Meaning |
|---|---|---|
| 1–3 | Catastrophe | Intent fails and something breaks immediately |
| 4–7 | Failure | Intent fails; consequence still applies |
| 8–11 | Costly Success | Intent succeeds, but a cost/complication is mandatory |
| 12–16 | Clean Success | Intent succeeds cleanly |
| 17–19 | Strong Success | Intent succeeds; add a tangible advantage |
| 20 | Twist | Intent succeeds, but the situation rewrites (boon + fallout) |
Catastrophe is not “bad luck.” It is the system enforcing stakes.
2.2 What Requires a Test
A test is made only when:
• there is meaningful uncertainty and
• consequence is possible
If no consequence is possible, do not roll. Use Tags as permissions and declare the outcome.
2.3 Declaring Intent
Before building dice:
• State what you want to be true after the action resolves.
• State the obvious stake if it fails (or if it succeeds at cost).
Intent is a claim against the world. The world replies through dice.
2.4 Consequences Are Applied Even on Success
A Clean Success can still:
• add Fatigue (Section 10)
• create Conditions (Section 11)
• draw Attention (Section 18)
• degrade gear (Section 9.8)
• advance local threat pressure (Sections 13 and 15)
“Success” means the intent happens — not that it was safe.
2.5 Escalation and Authority
No GM chooses outcomes by preference.
When rules do not clearly answer a question: resolve via World Arbitration (Section 23).
The default tie-breaker is consequence, not comfort.