# 4. Resolve Action

**Resolution uses a simple dice pool system:**

**Base Pool:** Roll 1d6

**Add dice for advantages** (max 4d6 total):

- **Relevant character:** +1d6 if a character with applicable tags is involved
- **Relevant resource:** +1d6 if you have a resource that directly helps
- **Favorable conditions:** +1d6 if circumstances support the action
- **Cooperation:** +1d6 if multiple characters/groups work together

**Success Threshold:** 4+ on any die = success

**Count successes** (how many dice show 4+):

- **0 successes:** Failure with consequences
- **1 success:** Partial success with complications
- **2 successes:** Success with minor cost
- **3+ successes:** Overwhelming success

**Psychic Ability Integration:**

Characters with psychic tags grant +1d6 in relevant situations:

- **Thermal Sensor:** Detecting danger from temperature changes, navigating hot/cold extremes, finding heat sources
- **Weather Worker:** Predicting storms, calming winds, improving agricultural yields, protecting during superstorms
- **Bonded (specific creature):** Tasks involving that creature type, understanding native ecology, traveling terrain

These abilities emerged from Duskaran radiation and environmental pressures. They're natural tools for living well here, not supernatural powers.

**Example Resolution:**

*Action: Cradle — Host gatherings to build understanding between factions* *Base: 1d6* *+1d6: Mara, a respected Elder (Mediator tag)* *+1d6: Community Hall (relevant resource)* *+1d6: Recent shared triumph during storm (favorable conditions)* *Total: 4d6*

*Roll: 5, 4, 3, 2 = 2 successes* *Result: Success with minor cost. The gatherings build bridges, but some hardliners on both sides feel betrayed and withdraw from community life. Progress, but not perfect.*