When you attack an enemy in melee, roll+Str.
On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack.
On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
When you take aim and shoot at an enemy at range, roll+Dex.
On a 10+ you have a clear shot—deal your damage.
On a 7–9, choose one (whichever you choose you deal your damage):
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it…
On a 10+, you do what you set out to, the threat doesn't come to bare.
On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
When you stand in defense of a person, item, or location under attack, roll+Con.
On a 10+, Hold 3.
On a 7–9, Hold 1.
So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
When you consult your accumulated knowledge about something, roll+Int.
On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation.
On a 7–9 the GM will only tell you something interesting—it's on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.
When you closely study a situation or person, roll+Wis.
On a 10+ ask the GM 3 questions from the list below.
On a 7–9 ask 1. Take +1 forward when acting on the answers.
When you manipulate a GM character you have leverage on (something they need or want), roll+Cha.
On a hit they ask you for something and do it if you make them a promise first.
On a 7–9, they need some concrete assurance of your promise, right now.
When you help or hinder someone you have a Bond with, roll+Bond with them.
On a 10+ they take +1 or -2, your choice.
On a 7–9 you also expose yourself to danger, retribution, or cost.