Rules
- Say what you do and roll a number of d6s, determined by the level of relevant skill you have
- If you roll at least one 6, the thing you wanted to happen, happens
- At start, you have only one skill: Do Anything 1
- If you roll all 6s, you get a new skill specific to the action, one level higher than the one you used
- For every roll you fail, you get 1 XP
- XP can be used to change a die into a 6 for advancement purposes only
Weakness (Optional)
- Gain a Weakness if roll all 1s (for all skills above Do Anything 1) based around the action just taken
- “Negative” skills, roll that many dice and take lowest