The Core Roll
Every check, attack, and save in Bolt & Blade comes down to one roll: a d20, an attribute modifier, and your Proficiency Bonus if you are trained in what you are attempting. This chapter defines that roll and everything that bends it.
One die, six attributes, and everything you are about to lose. — This chapter is a transcription outline: the rules below name what is being drafted, not final law. Full text replaces each entry as the rites are locked in at the table.
What This Chapter Governs
Being TranscribedThe Core Roll. d20 + attribute modifier + Proficiency Bonus (when trained), against a Difficulty set by the GM. Meet it or suffer.
Saves. Resisting fear, poison, suppression, and psychic assault — each save keyed to one of the six attributes.
Advantage & Disadvantage. Roll twice, keep the better or the worse. Cover, conditions, wargear, and bad decisions are the usual causes.
The Six Attributes. Strength, Agility, Toughness, Intellect, Willpower, Presence — summarized here as the bones of every roll.
▸ The full attribute grid and the ten-proficiency list are reference material, archived under Abilities.