The complete guide to elements, attainment, and game mechanics. For those who want to go deep.
The heart of Sales Things is Attainment - a universal measure that makes all dice equal in power while preserving their unique character.
Attainment = Roll / Die Maximum
This means a Fire player rolling 3 on a D4 (75%) ties with a Water player rolling 15 on a D20 (75%). Every element is balanced - what matters is how you use it.
| Element | Die | Roll | Attainment |
|---|---|---|---|
| Fire | D4 | 3 | 0.75 (75%) |
| Earth | D6 | 4.5 | 0.75 (75%) |
| Air | D8 | 6 | 0.75 (75%) |
| Water | D20 | 15 | 0.75 (75%) |
| Ether | D12 | 9 | 0.75 (75%) |
| Chaos | D10 | 7.5 | 0.75 (75%) |
| Order | D100 | 75 | 0.75 (75%) |
| Difficulty | Target Attainment | When to Use |
|---|---|---|
| Easy | 0.55 | Warm lead, established relationship |
| Standard | 0.65 | Normal sales situation |
| Hard | 0.70 | Skeptical buyer, strong competition |
| Heroic | 0.85 | Must win against all odds |
Each element represents a different sales style. Master them all to become unstoppable.
Every scene is made of Moves. Pick a move, roll your element, narrate the outcome.
| # | Move | Description | Best Elements |
|---|---|---|---|
| 1 | Prospect | Find leads | Air, Chaos |
| 2 | Qualify | Assess fit + pain + authority | Air, Order |
| 3 | Discover | Uncover truth + needs | Water, Air |
| 4 | Position | Story + differentiation | Ether, Fire |
| 5 | Propose | Offer + framing | Earth, Order |
| 6 | Handle Objection | Overcome resistance (AIR technique) | Water, Earth, Chaos |
| 7 | Close | Ask + commit | Fire |
| 8 | Follow-Up | Secure next step | Earth, Order |
| 9 | Delight | Exceed expectations | Water, Ether |
| 10 | Reflect | Learn from outcomes | Order |
Traditional RPG classes mapped to sales roles. Find your archetype.
Divine Warrior of Trust. Overcomes objections with unwavering conviction.
Arcane Strategist of Data. Precise demographic targeting.
Martial Expert of Approach. Powerful door knocks.
Wilderness Expert of Neighborhoods. Track high-value prospects.
Divine Healer of Relationships. Heal damaged customer bonds.
Sneaky Trickster of Sales Psychology. Surprise objection handling.
Inspirational Performer of Sales Theater. Motivational rallies.
Furious Warrior of Momentum. Unstoppable sales energy.
Beyond the base roll, characters can gain advantages or disadvantages.
| Condition | Shift | Example |
|---|---|---|
| Relevant tool/skill | +0.05 | Using CRM for pipeline action |
| Strong advantage | +0.10 | Perfect case study match |
| Minor disadvantage | -0.05 | Attempting action "out of element" |
| Major disadvantage | -0.10 | Against a direct counter-element |
Final Attainment = (Roll / Die Max) + Shifts
| Activity | XP Reward |
|---|---|
| Complete a Move (any outcome) | 10 XP |
| Win an opposed roll | 25 XP |
| Trigger a Phenomenon | 50 XP |
| Complete a full sales cycle | 100 XP |
| Train another player | 75 XP |
| Reflect on a loss | 25 XP |
| Level | Name | XP Required | Unlock |
|---|---|---|---|
| 1 | Seed Stave | 0 | Primary Element only |
| 2 | Sprout | 100 | +1 equipment slot |
| 3 | Branch | 300 | First Signature Technique |
| 4 | Trunk | 600 | Secondary Element access |
| 5 | Canopy | 1,000 | +0.05 to one Move |
| 6 | Elder Stave | 1,500 | Second Signature Technique |
| 7 | Grove Keeper | 2,100 | Third Element access |
| 8 | Forest Council | 2,800 | Mentor others (+XP sharing) |
Offense wins. The party initiating the action wins when attainments are equal, unless element-specific rules override.
Roll = Die Maximum triggers a Phenomenon - a special narrative event with bonus effects.