The basic mechanic for the game is that of the Comet/Oath/Conflux/whatever d10 system.
For most tasks, one of your stats will determine the number of d10 you roll (this is your "die pool"). You roll that many dice, and count the number of dice that are greater than the success target number. For most actions the default success target number is 7. However, the default target number increases to 9 for rolls made by people who have no applicable skills to apply. Other effects (shticks, environmental considerations, etc.) may add or subtract to the default target number.
Dice lower than the success number can be bought up to success using points of skill. Dice that roll 1's may not be bought up.
The more resulting "successes" you get, the better your outcome will be.
If a player with 5 dice and 3 skill rolls:
3 6 7 8 8
One point of skill is sufficient to buy the 6 up to a 7, resulting in 4 successes. The remaining two points of skill can not buy the 3 up to a 7 as this would take 4 skill.
Result: 4 successes
If a player with 5 dice and 20 skill rolls:
1 1 3 7 10
Four points of skill allow the 3 to be bought up to a 7. The remaining 16 skill are wasted as 1s may never be bought up.
Result: 3 successes
No combination of powers, shticks, buffs, etc. may more than double the number of dice you may roll as determined by your stat.
- Example: If your Resolve is 3, then, you may not roll more than 6 dice on a Resolve roll no matter how many (+N dice) bonuses to the roll you receive.
No combination of powers, shticks, buffs, etc. may reduce the difficulty of a roll below 5.
You may "split" your dice to make two different rolls in one action, using some of your dice for one thing and some for the other. If these two rolls are based off of two different stats, then you use the smaller of the two stats. Splitting your dice more than two ways requires a shtick.
You may not split your dice to attack the same target twice - the rolls must be to do different things.
Note that if you have bonuses to your roll, each split is capped at twice your stat, not twice the fraction of your stat that you're rolling.
Helping Someone Else
When it's plausible and useful to help someone else with what they're doing (and there's time to do so), you can make a "helper" roll to assist. This adds half your successes to their skill when they make the roll.