A matrix. Three by three. Attributes down one side, Methods across the other.
Every one of those cells has a number in it.
When you want something, you tell the GM either which Method you’re using to get it, or which Attribute you’re relying on to succeed. In return, the GM tells you which Attribute you’re relying on or which Method you’re using.
Use Ready when relying on your character’s preparation, whether that’s getting equipment or gathering intelligence. Use Willing when making a personal sacrifice, or acting against your conscience. Use Able when relying on personal abilities or supernatural powers.
There is no specific Method for “Combat” or “Killing.” You’ll have to work with that.1
If you want some extra dice before the roll, you can spend your Humanity dice. To add to Ready, you must have done a bad thing. To add to Willing, your action must have inevitable bad consequences. To add to Able, you must be doing a bad thing. The GM defines “Humanity” and “bad.” 2
Cross reference the Attribute and the Method to find out how many dice you roll. So if you’ve got a Sneak + Able of 3, roll 3 dice. Find the highest die, then look at this table:
|6||You succeed and receive an additional benefit from your success. Gain 2 Edge dice.|
|5||You succeed. Gain 1 Edge die.|
|4||You succeed but suffer some complication.|
|3||You fail but there’s a silver lining.|
|1||You fail and something truly dire happens.|
The other way to get Edge dice is a Danger roll. Maybe I’ll explain those later.