Target difficulty number is 7-9 for easy, 10-14 for average, ... this space unfortunately left blank. The number rolled is the appropriate attribute's "base" value (1-10), plus the sum of values on a few of the dice rolled. Modifiers can change the difficulty number, or the number of dice rolled. Rolling higher than the difficulty is a success, and the amount you go beyond the target number indicates quality of success.
The skill you use determines how many dice you roll, from 1-15. You can also spend drama points to get an extra die, or to kill an opponent's die in a roll.
The "lol, poker dice!" bit comes next. After rolling dice, you have the option of either taking the highest single die, or any set of matched dice, or any 3 or more dice that are in sequence order. Examples:
- 1, 2, 4, 7, 8, 8, 9 = 7+8+9 straight = 24
- 2, 4, 8, 9, 9, 9, 10 = 9+9+9 set = 27
- 1, 2, 3, 4, 6, 7, 10 = 10 highest die = 10
Botches happen when half the dice show '1's. Autofail.
Second Chances can be used to reroll your dice, but the difficulty increases by 1 each time and you can only do it a limited number of times.
Pushing the limit lets you use a +2 bonus to the roll at the expense of taking some damage.
Calculating the odds for this is messier than One Roll Engine. God help the GM that has to figure out circumstance penalties.
Characters have Vitality points to measure damage. Buildings and giant robots or monsters use Integrity points, and weapons that do
SDC Vitality damage do 0 damage to things with MDC Integrity points.