Basic Rules

To do something as an player, you'll usually do things through a follower of your archon, often your champion. By default, this means you roll a number of dice equal to the follower's relevant skill plus your rating in the associated aspect, plus any modifying factors. Your aspect represents any of several things in this area. It can represent your supernatural influence in a subtle way, guiding and helping your follower without necessarily calling in a major miracle. It also represents the fact that you tend to attract followers who fit more with your aspects; archons with low combat scores won't usually attract the strongest warriors. It also represents your ideals that followers will typically carry out. So a follower who is unwise and who follows an archon with high lore will study tomes and magic to learn more, in keeping with the beliefs of the archon. Finally, it can represent the priorities and guidance you give followers. Usually, it's a combination of all of these, representing the basic proficiency your followers have available to them to accomplish tasks.

When rolling aspect plus skill plus modifiers in dice, you'll count up the number of 5's and 6's you get. These are your successes, which determine how well you did.
 * 1) Basic: An untrained commoner could accomplish that.
 * 2) Skilled: A trained commoner could easily accomplish that.
 * 3) Impressive: Notable success in something few people could do.
 * 4) Masterful: A master of the craft could accomplish that.
 * 5) Heroic: Impressive and near the limits of human potential.
 * 6) Legendary: People will speak of this for ages.
 * 7) Like an Archon: No human has ever done such before.

There are a number of types of actions a follower can perform (or an archon with a miracle)

Act: Successes determine how well the character does. Many skills have specific outcomes based on successes.

Overcome: The GM sets a difficulty, and if the character gets enough successes the action passes. Extra successes add flair.

Attack: The character rolls a damaging skill to deal damage. See combat for more information.

Social Attack: Same as attack, but deals social pressure. See charisma for more information.

Defend: The character resists an attack, interference action, block, or other action. You can defend as often as you want.

Block: The character rolls to prevent another character or group of characters from doing something. The block lasts one turn. Once one character rolls higher, the block is broken, but no character may perform an action that is blocked if they can't beat the block's roll. Blocking is a standard action.

Support: Roll a skill as you assist someone else, adding all successes as bonus dice for the person you are helping. You may support yourself. No one may benefit from more than one support, but you can benefit from support in your effort to support someone else.

Interfere: Roll dice against the opponent's defense. If you roll higher, subtract your successes from your opponent's, then double the remaining successes. Your opponent takes that as a penalty to its next action that the interference action would inhibit.