When players can’t agree on what should happen next, or they agree that the result being determined objectively / randomly would be more fun or interesting than deciding it ahead of time OOC , this resolution system can be used.
The system is a stripped down, basic version of RISUS; if any of the rules on here are unclear, the full game should have an answer.
Characters are defined by Skills, which describe things a character knows how to do.
Each Skill is rated in one or more "dice," which is how many dice you would roll and add up when the character is doing an activity you'd expect someone with that Skill to be proficient in.
Characters start with 10 dice, which are each allocated to the Skills the character has. 1 die means you can do it, but you fail more often than not. 2 dice means you can get by day by day, 3 dice for someone who's actually good at their job, and so on. Characters can't start with more than 4 dice in any one Skill (barring a really good excuse), and Skills max out at 6 dice.
Example Skills:
Mechanic: Fixing up cars, machines, rigging up devices, sabotaging things
Lockpicking: Opening locks without keys, creating or finding tools to pick locks, assessing security measures
Cat Burglar: Sneaking around unnoticed, swiping objects, hiding
Detective: Noticing details, finding clues, reading people, making deductions
Brawling: Beating people up, keeping other people from beating you up
Smooth talking: Convincing people to believe what you want them to, detecting incoming bullshit
For situations where failure is possible, and no other character is actively trying to interfere, players can make a Skill Check by rolling the dice for their appropriate Skill, and compare the sum to a difficulty number agreed on, based on either how hard it would be to do the task, or how disruptive it would be to everyone's fun:
For competitions where it's just one action and pass/fail, or more than one person is trying to achieve the same exclusive goal, it's called a Contest. Each of the characters involved roll their appropriate Skill dice and whoever's result is higher wins.
Examples: lunging for the one gun on the floor, grabbing the last slice of pizza in the fridge, getting to the door first
When a character is being directly opposed by another character, a Combat Encounter starts. Combat is done as a series of Contests, and after each exchange the loser drops one die temporarily from the Skill that was used. If this drops the Skill to zero, then the loser is utterly defeated and the victor decides their fate (death, humiliation, embarrassment, eyebrows singed off, etc..). A Skill reduced to zero doesn't necessarily mean wounds; it could be loss of morale, exhaustion, running out of money or hairspray... the Skill just can't be used until the character does something to recover.