Mechanics

Game Engine
All actions with a degree of uncertainty in their outcomes in Whisperstalker RPG are resolved in the same manner; the player will declare their action, the GM will decide which attribute that action is best accomplished through and whether the player has advantage, disadvantage, or neither based on the circumstances of the scene, then the dice are rolled.

This game used 6 sided dice with one difference, the side that normally has a 6 is instead blank, giving each side an equal chance to roll a value between 0 and 5. A player will roll 4 of these dice for an action test, then sum the results and the relevant attribute to get their total. This total is compared to the target value of the action undertaken to determine if the player was successful and if there are any consequences attached to the action. Note that these two outcomes are not exclusive, a player can succeed at an action and have consequences as a result of taking the action at the same time.

When a player has advantage on an action test, they will place one of their dice on the 5 side and roll the remaining three, summing and adding the relevant attribute normally. Likewise, when a player has disadvantage, they will leave on of their dice on the 0 face and roll, following the same procedure as when they have advantage.

Every action has three possible outcomes, failure and complication, success and complication, and success without complication. The most common result for the majority of actions is success with consequence.

Consequences
Every action that is attempted by a character has potential consequences. Some consequences are implicit based on the action being undertaken, while others are based on the talents and skills being used by the characters involved in the scene. As a scene continues and characters utilize their skills, talents, and other abilities; consequences will be added to the scene. When an action result requires a consequence, the GM will choose one or more of the consequences that are available in the scene at that point and apply them as appropriate. For example, if a box attack results in a miss with consequence, the GM can choose to apply the Friendly Fire consequence and force another character that is friendly to the shooter to avoid the attack.

Arts
Mystical abilities that require two steps to execute, one must first attune to the Myst to draw the requisite power to activate the Art, then they must continuously control that power to ensure that the Art remains under their control while it is active.

Attuning to the Myst requires a Intellect test against the power level of the Art being executed.

Controlling an Art requires an Will check against the resistance level of the Art being executed.