Dice Rolls
Whenever a character takes an action or reaction to accomplish something possible but has a chance of failure, they roll a number of six-sided dice equal to their rank in the attribute they wish to use to accomplish the task. If they have one or more special abilities appropriate to the action, they can add one of them to this total dice pool, rolling up to a maximum number of dice equal to 5 + half your legendary rank. If your pool exceeds this threshold, that is the number of rerolls you get for the dice roll.
Applicability
The GM must rule if an ability is appropriate, partially appropriate, or inappropriate. If it appropriate, they can roll normally and if it's inappropriate, they cannot use that ability at all. If it's possible to use the ability but not exactly the right ability, then it's partially appropriate and they can still use that ability but get only half the normal amount of dice (rounded up).
Success / Failure
If they get a die number greater than 50% of the maximum possible roll on the die, that is a single success per die rolled. The number of successes they need is based on the task at hand's difficulty. The more difficult, the more successes are needed.
For example, if you were rolling d6s, you'd get a success for each die that resulted in 4-6 and if you were rolling d10s, you'd get a success for each die that resulted 6-10.
Successes
1 = easy, amateur, layman
2 = average, apprentice, novice, trainee
3 = difficult, journeyman, professional
4 = very difficult, exceptional, expert
5 = extraordinary, master
6+ = superhuman, legendary, supernatural
11+ = earth-shattering, godlike, mythic
16+ = apocalyptic, cosmic, world-ending
Ability Burn
Using the same ability two or more times in a row or more during a scene imposes a cumulative -1 penalty to dice rolls using that ability each time you use it after the first. If the character uses a different ability, this penalty vanishes.
Multi-action Penalty
Trying to take more than one action on your turn imposes a cumulative -2 penalty to all rolls for each action you take after the first. While suffering a multi-action penalty, your turn ends immediately if you fail any roll. This penalty drops by 2 at the start of each of your turns. You can burn a reaction or surge to drop it by 2 more to a minimum of 0.
Action Scenes
During combat, chase scenes, social scenes, or any pivotal event where turn by turn actions can greatly alter the outcome of the story and pose a threat to the player characters' interests, the GM declares several things.
Firstly, they describe the current scenario. The background, the people there, the sounds, smells, where everything is located, etc. They also describe the general goals of the players. It can be anything from "survive the orc assault until the White Wizard arrives" or "escape the dragon's lair before it kills you" or even "save the princess and get the survivors to safety before the volcano explodes".
Once the scene is set and the conditions given, you each get an individual defeat/victory bar and party defeat/victory bar.
If something bad happens to you during the scene (ex. struck by a blade, fall down a pit, break your arm, become demoralized due to the death of your son, etc.) you acquire defeat points.
If something bad happens to your entire party (ex. some of the civilians you were protecting are killed, you're robbed of your treasure, one of your members is disabled and cannot fight anymore, etc.) then your party's defeat/victory meter gains defeat points.
On the other hand, if something good happens, you gain victory points.
Each character has a threshold of how many victory points they need to "win". If an individual character fills their victory bar, additional points go to the party victory instead. If an individual fills their defeat bar, they either die (or otherwise leave the story such as quitting the party or turning traitor), or additional defeat points go to the party instead.