Saikoro Fiction requires one or more six-sided dice to play. The character sheets for each game have a "Skill table" for judgment rolls. The skill table is composed of rows of skills numbered 2–12, arranged under six associated attributes. This allows for a total of 66 skills, which differ for each game that uses the system. For example, the coordinates of "Death" is 6-12 in "Magicalogia", but 6-5 in "inSANe". The adjoining cell is mostly a relationship skill. Narrow gaps are left between the attribute columns. A fictitious table is given below for the purpose of explanation:
1:Strength
A
2:Dexterity
B
3:Educate
C
4:Guessingly
D
5:Constitution
E
6:Charisma
2
Lifting
Secrecy
Zoology
Discovery
Drug Tolerance
Bluff
3
Grip
Stealth
Botany
Searching
Defense
Coercion
4
Martial Arts
Lock Picking
Architectonics
Crisis Perception
Patience
Temptation
5
Destruction
Removing
Language
Reasoning
Paralysis Tolerance
Negotiation
6
Throwing
Slashing
Physics
Observation
Health
Inspiration
7
Climbing
Stabbing
chemistry
Fathom
Survival
Faith
8
Transportation
Juggling
Occultism
Diagnosis
Diving
Art
9
Jump
Sleight
Strategy
Listen
Suffocation
Empathy
10
Sprint
Avoidance
Economics
Lip Reading
Hunger
Pray
11
Armor
Parry
Politics
Tracking
Recovery
Speech
12
Digging
Escape
Geoscience
Tailing
Long-distance Running
Domination
When the player creates a playable character, they select the player character's "Strong Skills" according to the rules of the game. In some cases, the player can fill some gaps in the table. On the above table, the parts highlighted in black indicate the player character's strong skills, and gap D is filled. When a character makes a judgment roll in this system, the Gamemaster designates an "Assignment skill" which determines a target number for success. Players use two six-sided dice and must roll a sumequal to or higher than the target number to succeed in the judgment role. When the assignment skill is one of the player character's strong skills, the target number is 5; otherwise the target number is 5 plus the number of cellson the table between the assignment skill and the closest strong skill. Incidentally, the skills table may usually not have joined attribute 6 to attribute 1, and cell 12 to cell 2. For example, on the above table, the target number of "Domination" is 7, "Recovery" is 8, and "Paralysis Tolerance" is 7. The skill table's coordinates may be used to randomize an Assignment skill. Saikoro Fiction's game sessions proceed under the "scene system" .