The Event Roll (or ER) is the single most used and important rule to the game. It is the basis for all dice rolls in the game.

Event Rolls often involve rolling more than one die or type of die. Regardless of how many or which dice are used, each die has the potential to count as 1 Success and 1 Success ONLY.

Event Rolls are always made against other Event Rolls.

Before an Event Roll can be made, the Event Rating must first be determined. Most Event Rolls will have a base Rating. A Dagger Skill of 12, for example, has a base Rating of 12. However, depending on circumstances, this Rating can be modified such as if the character is injured or the character has been temporarily enhanced. In either case, these modifications will temporarily adjust the Event Rating of an Event Roll before the roll is made. Thus, if a character has a Dagger Skill of 12 but because of a certain situation, has a +4 modification to the Rating, his/her Event Roll Rating is 16 for this particular dice roll.

Once the adjusted Event Rating is determined, look it up on the Event Chart to determine what dice to roll. In our example above, the Event Roll Rating is 16 (12 + 4 = 16). Looking up the Event Rating on the Event Chart, we see the character would roll a 1d8 and a 1d12.

The USOR website currently has a digital dice roller but the dice needed for a given roll must still be looked up on the Event Chart. However, in future updates to the site, the Event Chart and the digital dice roller will be combined together so that players need only input the Event Rating into the roller and it will then roll the appropriate dice automatically.

Any roll (regardless of the number of sides of the die rolled) that is **4 or greater**, counts as a Success. The number of Successes is totaled up and compared to the number of successes from a rival Event Roll:

- The character wins if his/her Number of Successes is greater than the rival Event Roll’s Number of Successes.
- The character loses if his/her Number of Successes is less than the rival Event Roll’s Number of Successes.
- There is a draw, if the character’s Number of Successes is equal to that of the rival Event Roll’s Number of Successes. If two characters are rolling against each other, neither was successful against the other and if the two wish to roll against each other again, each must perform the action again and spend the appropriate amount of AT. If one character is rolling against an event (such as jumping from a bridge that is collapsing), both opposing rolls must be made continuously until one is victorious.

### NOST (Number of Successes over Target)

Often times in the game, events are not measured by simply success or failure, but rather, *by degrees of success*. As mentioned before, the winner of any Event Roll is whoever has the most number of successes in a roll. However, often times, the **Number of Successes over Target (NOST)** can have additional effects in the game as well. NOST is very simple to calculate: as the name suggests, it is the measure of how many more successes you have in an Event Roll over your target. For instance, if your Event Roll resulted in 4 Successes for you and 1 for your opponent, your opponent fails and you receive a NOST of 3 (because 4 – 1 = 3). Conversely, if you were to receive 2 Successes and your opponent received 3 Successes, he would be the victor and his NOST score would be 1 (because 3 – 2 = 1).

As mentioned earlier, the higher the NOST, the greater the outcome for the victor. There are numerous examples of this but one instance of this is in combat. Characters who have the Critical Strike ability can use NOST to increase damage done in combat. A NOST of 1 is sufficient to strike an opponent but a NOST of 2 adds additional damage to the attack. A NOST of 3 would add even more and a NOST of 4 would be even greater still, and so on and so forth. *Simply put, the higher the NOST, the better.*

### Examples

- Max has an Agility score of 18 and wants to dodge a boulder that is about to fall on him. Since the boulder is large and moving quite fast, the GM determines that the boulder’s Event Roll is 24. Max rolls 1d10 and 1d12 for his Event Roll and rolls a 3 and an 8. Since only one of these numbers is 4 or higher, he has rolled one Success. The boulder rolls 2d20 for its Event Roll and rolls a 15 and a 9. Since both of these numbers are 4 or higher, the boulder has rolled two Successes. The boulder has a NOST of 1 (2 – 1 = 1). Since he rolled fewer successes than the boulder, his character fails to dodge the boulder and is promptly squashed by its weight.
- Carla has a Car skill rating of 20 and wants to take a sharp corner on a city street. The GM determines that the opposing Event Roll is 19. Carla rolls 2d12 for her Event Roll and rolls a 4 and an 11. This gives her two successes. The opposing Event Roll rolls a 1d8 and 1d20 resulting in rolls of 1 and 17. Carla has a NOST of 1 for this roll (2 – 1 = 1). Since her number of successes is higher than the opposing Event Roll’s, she is ability to make the car round the corner without flipping or crashing.
- Juan and Heather are having a dance off. Juan has a Dancing skill of 35 and Heather has a Dancing Skill of 19. Both roll Event Rolls. Juan rolls a 1d20 and 2d12 for his Event Roll and rolls a 2, a 13, and a 20. This gives him two successes. Heather rolls a 1d8 and a 1d20 for her Event Roll and rolls a 6 and a 14. This gives her two successes. Since both Juan and Heather rolled two successes, there is a draw. Both danced equally well. If they wish to see who the victor is, they must both commit to continuing to dance. They do so and both roll Event Rolls again. Juan rolls a 1d20 and 2d12 again and Heather rolls a 1d8 and a 1d20 again. Juan rolls a 1, a 14, and a 6. He therefore has two successes. Heather rolls a 2 and a 19. She therefore has one success. This time, Juan is the victor because he had more success rolls. His NOST is 1.
- In the same example above, Juan happens to be dancing on a slippery floor while Heather is dancing on a clear surface with good grip. The GM decides to temporarily reduce Juan’s Dance Skill Rating by -4 to account for this slipperiness. He thus has a temporary Event Roll Rating of 31 (35 – 31) rather than the usual 35 and therefore must roll 3d6 + 1d8 rather than his usual 1d20 + 2d12.