"Communication is the universal solvent" -L. Ron Hubbard (American Science-fiction writer, novelist and founder of Scientology; 1911-1986)
As per the mission statement, this game has been created to be easy enough for anyone to learn to play and open-ended to be so broad in spectrum, anything and everything can and will be possible. Outside of this rulebook and character sheets, you will need pencils, dice, and friends. Of the latter three, two are easy to get and we’ll assume you have the final one. The only dice needed for this game are the standard six sided dice or D6, which can be bought practically anywhere. As a player, you’ll want about 6 of these dice minimum, and Judges need a minimum of 10 dice. Overall we suggest that players and Judges alike pool as many D6 as they can get.
Outside of the role-playing or portrayal of character aspect of the game, there has to be a system of mechanics in place to keep the rhythm and to stop potential arguments. Most rolls will consist of being a Task Roll (TR) or a Conflict Roll (CR).
Note: Conflict rolls are also Task Rolls, but special rolls.
What actually determines the roll will be different for everyone, and even different based on the situation. There are 6 main attributes, over 80 skills, and other factors that can be combined and applied to make thousands of potential rolls. All rolls consist of a formulae including one or more of these different stats and a difficulty into a target number. Usually most TRs will consist of a main attribute and one or more applicable skills combined together. These will form what is known as a Target Number (TN). The TN is rolled against a certain difficulty. If the roll is lower than the TN, then it succeeds. If the roll sum is higher than the TN, then it fails. Pretty simple, but there are a little bit more to the rules.
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