General Mechanics

Rules summary


For this game we will be using the single die system. Actions are resolved by rolling one 10-sided die (d10) and adding your character’s dice pool (sometimes just referred to as pool).


Characters posses a variety of traits, describing their innate capabilities, trained skills, and even how many wounds they can suffer before dying. Two types of of traits are especially important for determining dice pool: Attributes and Skills.

Each of these traits is rated in dots ranging from 0 to 5. For example, your character might have a Dexterity Attribute of 3 dots and a Firearms skill of 2 dots.

Whenever your character performs an action that calls for a die roll, you most often build your dice pool by adding the most appropriate Attribute dots to the most appropriate Skill dots. When your character shoots a gun, you add your 3 dots of Dexterity to your two dots of Firearms for a total dice pool of 5.


Various conditions and circumstances can greatly improve or hinder your character’s tasks, represented by bonuses and/or penalties to your dice pool. On the one hand, quality tools might give you a bonus to repair a car, or a Stradivarius violin might give a bonus to play a symphony.

On the other hand, a thunderstorm might cause hazardous driving conditions, and a moving target is always harder to hit.

Dice Pool

Your dice pool is therefore the sum of all relevant factors influencing the outcome of your attempted action. It usually looks like this:

Attribute + Skill + equipment modifier +/- conditional modifiers

Rolling the Die

When resolving an attempted action, roll a single d10 and add your dice pool. Compare your result to the following chart to determine results.

1-7: No successes. Your character has failed this check. This is rarely fatal, and most often simply a setback. An attack misses, or no progress is made on a project.

8-10: 1 success. Often sufficient to complete regular tasks. More difficult or lengthy endeavours will require multiple successes. In the case of a contested check, whoever has more successes wins, with ties going to the defender.

11-13: 2 successes

14-16: 3 successes

17-19: 4 successes

20: 5 successes. Exceptional success. Your character exceeds all normal expectations of performance. Many actions have additional effect when an exceptional is rolled to represent the level of excellence achieved. For longer projects, great progress is made toward the goal, sometimes eliminating days of labour with one breakthrough.

20+: For every three above 20 (23, 26, etc) you achieve an additional success. This is often academic, but occasionally very important (especially when rolling damage)

“10 again”

If the number showing (not the total with dice pool) on a die rolled is a 10, you roll the die again and add the second number, giving a result from 11-20. This is only done once, making it impossible to roll higher than a 20 (before adding dice pool).

Rolling a 1 on the die is not an auto-fail. You still add your pool and determine outcome.

The Chance Die

If for any reason your dice pool is reduced to zero (or lower), you still roll to attempt the action. However, instead of the usual chart, you must roll a 10 to achieve 1 success. You do not explode 10’s on a chance die.

If a 1 comes up on a chance die, you have achieved a dramatic failure, often working directly against your desired goal, or putting yourself and others at risk.

Types of Actions

There are several designations for actions your character can perform.

The most common action a character will instigate, Instant actions are resolved with a single die roll, and represent short term actions such as throwing a punch, sneaking past a guard, jumping a fence, etc. A single success is often all that is needed, with more successes improving the result

Extended actions are a series of rolls, used to represent something that is a greater investment of time. Every extended roll has a target number of successes, but successes are carried over from roll to roll. Each roll takes a certain period of time (ranging from rounds to days), and your character may continue to roll until enough successes are accumulated. Examples would include vehicle maintenance, marathon running, or a PhD.

Reflexive actions represent things your character does that don’t represent any investment of time. Breathing, spending willpower, shouting a few words during combat, and most resistance checks are some examples. You can take any number of Reflexive actions in a turn (within reason) in addition to an Instant action.

Contested actions are not a designation of time, but rather context. When an action is determining an outcome between multiple people, it is considered contested. An arm wrestle would be an example of an Instant, Contested action.

Some actions (especially supernatural) will be different lengths for different people in the challenge. Most commonly for Contested are actions that are Instant for the instigator, but are Reflexively resisted, meaning that the defender doesn’t have to sacrifice a turn to avoid being affected.

Sometimes, instead of being Contested, an action will subtract the resistance trait of the target. This means that only the instigator will roll, but will suffer a penalty of the appropriate trait from the defender (most commonly defence).

General Mechanics

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