The ruleset is simple. Your characters have 9 attributes that define how they are plus a ton of skills that represent their knowhow.
To do a test, add Attribute + Skill + 1d10 and you must overcome a difficulty that the director has set, taking into account that the table of difficulties is the following:
The attributes range from 1 to 10, with an attribute less than 3 representative of some disability or serious defect, and a 10 representing the human epitome. The human average is between 5 and 6.
The skills also range from 1 to 10, with 1 being a minimum competence and 10 absolute mastery. The average starts around 4 ... but as you will imagine it depends on each ones attributes to see how much you can get out of your skills.
The dice used in the skill tests is the d10 and we must bear in mind that there are open rolls and fumbles.
An open roll is when the die gets a natural result of 10 (that is, without taking into account modifiers). When this happens, roll the dice again. Successive 10 add up to infinity and beyond.
A fumble is the opposite, if you roll a 1, you roll the dice again but this time instead of adding, you subtract. If a 10 is recalled, that negative modifier is added.
Note: When you fumble with a firearm, a reliability test must be carried out or the weapon get stuck.
Of the 9 attributes there is a very special one.
Luck (LUCK) defines the good fortune of your character and allows you to put your points totally or partially into a dice roll. So, if Silverhand (LUCK 8) wants to shoot (+12) to an opponent with a difficulty of 21 and wants to secure the shot, he could dedicate 5 LUCK points to the roll receiving a total bonus of +17 and he would still have 3 LUCK points for another roll later on.
Luck recharges each scene (or sooner if the scene is too long or many days pass).
It can be used after making the roll and in any type of throw (Skill, shock check, dead check, damage roll, etc).