Every base roll is Good Luck minus Bad Luck
Verdictris rolls two six-sided dice. The Good Luck die contributes positively and the Bad Luck die contributes negatively. Good Luck 5 and Bad Luck 2 produces +3; Good Luck 2 and Bad Luck 5 produces −3. Equal dice produce zero.
The subtraction matters because many combinations cluster near zero. Extreme base results are possible but less common. A plan that needs the maximum face difference is fragile, while a plan that benefits from several neighboring results is resilient.
An opposed contest compares final totals, not one player's dice
Both sides roll Good Luck minus Bad Luck. Applicable situational, role, stance, equipment, protection, target-state, and contract modifiers are applied according to the selected mechanic. The actor's final total is then compared with the opponent's final total.
A positive roll can still lose
The actor rolls 6−4 for +2. The defender rolls 2−1 for +1 and gains +2 from an applicable defense, finishing at +3. The actor had a positive base roll, but the defender wins the actual contest by 1.
Always read the displayed breakdown. A stat or item is not a universal modifier merely because it sounds relevant; it joins only when the action or defense rules say it applies.
The final margin describes the strength of the contest result
Neutral
The final totals tie. The selected action defines what a neutral margin means.
Standard
The winning margin is 1–2. The winner has a clear but limited edge.
Strong
The winning margin is 3–4. The action may produce a more decisive effect.
Critical
The winning margin is 5 or more. The action's rules decide the critical outcome.
Negative final roll bands can include Setback and, at −5 or worse, Botch. These labels describe resolution strength, not universal effects. An investigation, attack, defense, and social action can interpret the same margin differently.
The base dice favor modest results over extremes
There are 36 equally likely Good Luck and Bad Luck face pairs. Six pairs tie at zero. Five pairs produce +1 and five produce −1; the number of combinations decreases as the absolute difference grows. Only one pair produces +5, and only one produces −5.
Modifiers improve a contest without promising it
Position, stance, equipment, protection, target state, role rules, contracts, and other legal conditions can affect either side. Stacked situational bonuses use diminishing returns beyond the first few points, while some signature effects are handled separately. The resolution breakdown is authoritative.
Hunt
An offensive posture can help eligible pressure while increasing exposure and the story the player must later explain.
Lay Low
A defensive posture can protect a vulnerable plan but may surrender immediate pressure or information.
Blend In
A stealth posture can reduce visibility for applicable actions without making the player undetectable.
The best modifier may be a different legal target or a later timing window. One additional point against strong protection can have less strategic value than collecting an independent clue first.
Judge actions by expected information and objective value
Before submitting, list what a win, tie, and loss each accomplish. A protective action may preserve a key voice on success and reveal hostile pressure on failure. An investigation may generate a strong clue or merely narrow a category. An attack may create exposure even when it misses.
Avoid all-or-nothing plans when another action creates value across more bands. The goal is not to eliminate randomness; it is to choose contests whose uncertainty still advances the seat's objective.
A failed roll is not proof that the declaration was false
Players often remember the actor's visible die and ignore defense, modifiers, or margin. That creates bad courtroom evidence. A declared investigation can legally fail; a positive attack roll can lose to a stronger defense; a successful action can still have a limited effect.
Use the result to update probability, not rewrite history. Compare the declaration made before resolution, the legal target, the final breakdown, and the later public story. Contradiction is evidence; ordinary variance is not a confession.
Worked contest examples
Strong actor win
The actor rolls 5−2 for +3 and receives +1, finishing +4. The opponent rolls 4−3 for +1. The actor wins by 3, a Strong margin. The action rules now determine the effect.
Neutral contest
The actor finishes +2 and the opponent finishes +2. The margin is neutral even though neither base roll was zero. Read the selected action's neutral outcome.
Modifier changes the winner
The actor's base result is +1 and the defender's is 0. An applicable +2 defense moves the defender to +2, reversing the apparent one-point actor lead.
Common dice mistakes
- Reading only Good Luck. The base result subtracts Bad Luck.
- Reading only the actor. Opposed contests compare both final totals.
- Assuming every stat always applies. The selected mechanic controls modifiers.
- Promising a Critical result. Better odds never become certainty.
- Turning failure into a role verdict. Evaluate the declaration and breakdown before alleging deception.
Dice FAQ
What is the most likely base result?
Zero has six of the 36 face pairs. Results near zero have more combinations than extreme positive or negative differences.
Does a Critical margin always mean the same thing?
No. The selected action defines what Standard, Strong, Critical, Setback, Botch, or Neutral actually does.
Where can I plan around rolls?
Use the strategy guide, then connect results to public proof with the evidence guide.