The Storyteller basically has two options when events need to be resolved in your story. He can simply decree that an action succeeds or does not, often based on your character’s trait scores. Maybe Strength 2 is required to lift a tire and throw it, and your character has Strength 4. This approach minimizes interruptions to the flow of the narrative, as previously discussed.
The Storyteller’s other option in exploring how a story unfolds is to call for a dice roll on your part. Your character seeks to accomplish a feat, there’s an element of chance that he could succeed or fail, and the Storyteller asks you to decide your character’s fate. Rolls are usually reserved for activities that involve an element of danger or threat if things go badly. You don’t have to roll to decide if your character can accomplish ordinary or day-to-day actions such as crossing the street safely. But when you add the unknown factor of trying to cross the street safely during a drive-by shooting, the ordinary becomes extraordinary — and dangerous.
The Storytelling System uses 10-sided dice, also known as “d10’s.” A handful of such dice rolled to resolve an action is called a dice pool. Ideally, each player should bring about 10 dice to the game so you all have enough.