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==How do I do stuff?== *Pose a closed (''i.e.'', yes/no) question about what your character is attempting. ''Can I land the ship safely?'' ''Do I complete the hack before the IC gets to me?'' Etc. *Start with 1 d6 as an Action die. Add another die for every positive Descriptor, Condition, piece of Gear, or other modifier that helps your attempt. Remove a die for every negative Descriptor, Condition, piece of Gear, etc. that hinders your attempt. (This includes not just your character's modifiers, but also the NPC's or location's or scene's - whatever is relevant. When in doubt, I'll have the final word on what applies or doesn't, but fundamentally if I let you in the game I trust your judgment so just be reasonable.) **If you're left with a positive number of modifiers, roll that many additional Bonus d6s and take the highest result from all dice. **If you're left with a negative number of modifiers, roll that many additional Penalty d6s and take the lowest result from all dice. **If you're left with no net modifiers, just roll your Action die. **''Examples'': If you have 3 positive modifiers and 2 negative modifiers, you'll roll 1 Action die and 1 Bonus die, for a total of 2 dice and take the higher result. If you have 2 positive modifiers and 3 negative modifiers, you'll roll 1 Action die and 1 Penalty die and take the lower result. *That result tells you the answer to your question: **6 = Yes, and **5 = Yes **4 = Yes, but **3 = No, but **2 = No **1 = No, and *The GM will (pending some reasonable negotiation) decide on what the "ands" and "buts" mean.
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