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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.