Cinematic Roleplaying
Outside of Active Phase we have significant freedom to do whatever we describe for our characters. Cinematic Execution is a form of Plot Armor for both the Players and the Story Guide. You may well get away with anything until the Story Guide interjects with applying an Active Phase Encounter Type, setting the stage for system mechanics to apply to interactions.
Variables
To represent the chaotic nature of our world we use variables to help determine the outcome of events. These (v:X) are modified by attributes, buffs/debuffs, situational adjustments, abilities, equipment, magic, and skills.
(v:4) (v:6) (v:8) (v:10) (v:12) (v:20) (v:100)
A specific check will show the variable range and whatever bonuses or penalties are added to it. For example (v:20 Strength) is 1-20 +/- Strength.
Resolution of Opposition
The vast majority of moments are not accounted for in the rulesets, sometimes the Story Guide and the Players just haven’t found those rules yet, the Story Guide and the Players may opt to have opposed variable check.
Opposed rolls. Such as the rogue-like player sneaking past a guard. While there may be rules for trained effects here. In this example neither is trained. A simple opposed roll between the rogue-like using his Accuracy or Agility against the Guard’s Awareness. The player rolling (v:20 Accuracy) and the Guard rolling (v:20 Awareness) the higher roll take all. (Sneak by or get Caught.)
Effect Trees
Effect Trees. They break the game. They’re supposed to. In most cases where strange conflicts come between how an Effect Tree acts and normal mechanics operate, the Story Guide must make a ruling. We suggest leaning toward the text of the Effect Tree, and likely in favor of the Player that picked it for their character. Sometimes, thinking about it together brings all new possibilities to the table.