Performing an action is simple. To perform an action :

  1. Determine what you want to do
  2. Determine how you want to do the action
  3. Add stunts
  4. Invoke aspects
  5. Roll the die
  6. Resolve Action

The GM will tell what happens on the success or failure of an action, but the player also has control of the details. By giving a colorful description of the action, the GM will likely just continue with the player’s description. In the event of a critical success the GM may defer to the player free reign to describe what happens.

Normal Action

  • Determine what you want to do.

Describe the action out loud to the group. The action will belong to one of the three attributes. Your attribute bonus is the same as your attribute level.

  • Determine how you want to do the action

Every time you do an action, you have to qualify it with one of the approaches. The approach bonus is the same as your approach level.

  • Add stunts

If you have any applicable stunts, each one adds a +2 bonus to the check.

  • Invoke aspects

If your character is especially suited to perform this certain action well, he or she will probably have an aspect that relates to it. Invoking an aspect costs 1 fate point and gives a +5 bonus to the roll. Invoking an aspect can be done after the roll in case of a failure.

  • Roll the die

Roll a d20. The roll bonus can be looked up on the following chart (- and + are criticals):

Roll Bonus
2-3 1
4-7 2
8-13 3
14-17 3
18-19 5
20 +

Alternatively, you can use a deck of cards in place of a die, just be sure to shuffle it after each draw. The deck is made up of:

  • 1 Joker
  • 1 Ace
  • 2 2’s
  • 4 3’s
  • 2 4’s
  • 1 5

Make sure that other than the joker there are 5 red cards and 5 black cards. If you pull the joker, flip the next card. If it is red then it’s a critical success, if black a critical failure. The deck method is slightly more likely to get 3’s and slightly less likely to get criticals.

  • Resolve Action

Tell the GM what the total is of all your bonuses. If it is lower than the DC of the check it fails, otherwise it is a success.

If you are unsure of what approach to use, choose the one with the highest modifier as it is assumed that your character handles the action in the way that is most comfortable to him or her unless otherwise specified.

Action Difficulties

Actions have a difficulty class based on the GM’s discretion but a general guideline is as follows:

DC Craftsmanship
21 Deity
19 Legend
17 Grandmaster
15 Senior Master
13 Master
11 Expert
9 Professional
7 Journeyman
5 Apprentice
3 Amateur
1 Mundane


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