Checks
“With my brains and your looks, we could go places.” –– The Postman Always Rings Twice (1946)
In order to accomplish a tricky task, the character must make a successful
check. The character initiating a check is referred to as the
acting character. Making a check requires the player to roll between three and five dice, in most cases. The type of dice rolled depends on which ability is being tested.
Poor: d10s
Normal: d8s
Good: d6s
As a default, you’ll roll four dice. However, this can be altered as follows:
• If one (and
only one) of the character’s Aspects would logically help him succeed in the task at hand, roll an additional die. The Aspect must be linked to the Ability being tested. The exception is the “Knowledge” Aspect. Under certain circumstances, Knowledge may be used for Finesse. For example, if a character has “Knowledge (Demolitions)”, it could be applied to Finesse instead of “Coordination” if the player wishes.
• Certain Special Rules may adjust the number of dice rolled under particular conditions.
• The character may use the “Dirty Upper Hand” Temptation Benefit to roll an extra die (see page 66).
• One or more characters lending a hand for a task in which such a thing would help can grant extra dice (see pages 38-39).
• The Director may declare that the situation at hand will either help or hinder the character. Each negative condition allows/forces him to roll one more/less die.
Success or Failure
Once you sort out the number of dice you need, roll them. Look at the dice and check for
matching results. Matching results are defined as identical numbers. For example, if you roll four dice and get 2, 4, 4 and 6, the two 2s are matching results. The more matching results you roll, the better your character did.

Meanwhile, a
threshold must be determined. Continue reading to find out how the threshold affects the check’s outcome.
Unopposed Checks: For tasks that aren’t directly contested by another character (leaping from rooftop to rooftop, kicking in a door, trying to spot a clue, etc.), the Director rolls 4dX. The type depends on which Act the game currently is in: d10s for Act One, d8s for Act Two and d6s for Act Three.
The number of matching results he gets will be the check’s threshold.
Alternatively, the Director can forego rolling and simply assume that the threshold is 2 during Act One and 3 During Acts Two and Three; this can be increased by one for particularly difficult tasks.