Doing Things:
Actions are resolved by rolling two dice against the Skill or Characteristic, that seems most appropriate. If the result is equal to or lower than the Skill or Characteristic being tested, the action's succesful. If not, it's a failure. A double six is always a failure. Succeeding with doubles is considered a Critical Success which means the character's done exceptionally well.
The GM may apply modifiers to the target number for particularly easy or difficult tasks.
Specialties: Remember those specialties? When you have an applicable specialty, you get to roll three dice instead of two and keep the two that produce the most favorable result.
