CHALLENGES & CHECKS
SUMMARY VERSION
RESOLVING UNCERTAINTY
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Core Resolution Mechanic – Compare ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. to DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots., then Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. to see whether fate modifies the result. The value of the dice is not added to the roll – they only determine the influence of fate.
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ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. – A numeric character value such as a DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. or StatStatA tracked character value such as Mettle, Capacity, Bulk, Hindrance, or Mobility, used as a quick reference during play. that serves as your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. for a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes..
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DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. – The target numberDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. must meet or exceed to succeed at a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes..
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TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. – A numeric rating for ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10., DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots., or Quality that share the game’s base scale of 0-10.
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Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. – Roll the Weal DieWEAL DieThe designated die whose result of 4 produces WEAL. It is one of two visually distinct four-sided dice used to cast lots. and Woe DieWOE DieThe designated die whose result of 1 produces WOE. It is one of two visually distinct four-sided dice used to cast lots. to see whether fate modifies the result of an Action or CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes..
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CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. – Compare your most relevant ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. to the task’s DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots..
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Success – If your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. meets or exceeds the DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots., you usually succeed.
CASTING LOTS
- Dice – Roll two different d4s, one Weal DieWEAL DieThe designated die whose result of 4 produces WEAL. It is one of two visually distinct four-sided dice used to cast lots. and one Woe DieWOE DieThe designated die whose result of 1 produces WOE. It is one of two visually distinct four-sided dice used to cast lots..
- LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. – Any special result from Casting LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome., including CritCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception., WealWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails., WasteWASTEA WEAL die result of 4 together with a WOE die result of 1. The action stalls: it neither succeeds nor fails, but its time and effort are lost., WoeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails., or FumbleFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks..
- CritCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception. – If both dice land on 4, the result is a spectacular success with heightened WealWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails. benefits – except in the case of The Rule of FoursRule of FoursWhen a task's Tier is at least four above your Proficiency, a CRIT cannot make it succeed. When your Proficiency is at least four above the task, a FUMBLE cannot make it automatically fail. Fate can still cause other effects..
- FumbleFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks. – If both dice land on 1, the result is a terrible failure with heightened WoeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails. consequences – except in the case of The Rule of FoursRule of FoursWhen a task's Tier is at least four above your Proficiency, a CRIT cannot make it succeed. When your Proficiency is at least four above the task, a FUMBLE cannot make it automatically fail. Fate can still cause other effects..
- WealWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails. – If the Weal DieWEAL DieThe designated die whose result of 4 produces WEAL. It is one of two visually distinct four-sided dice used to cast lots. lands on 4, gain a positive benefit regardless of success or failure.
- WoeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails. – If the Woe DieWOE DieThe designated die whose result of 1 produces WOE. It is one of two visually distinct four-sided dice used to cast lots. lands on 1, suffer a negative consequence regardless of success or failure.
- WasteWASTEA WEAL die result of 4 together with a WOE die result of 1. The action stalls: it neither succeeds nor fails, but its time and effort are lost. – If the Weal DieWEAL DieThe designated die whose result of 4 produces WEAL. It is one of two visually distinct four-sided dice used to cast lots. lands on 4 and the Woe DieWOE DieThe designated die whose result of 1 produces WOE. It is one of two visually distinct four-sided dice used to cast lots. lands on 1, the character stalls and loses any committed effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage.. The CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. produces no success or failure.
- No LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. – If no LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. is rolled, the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. simply succeeds or fails.
RULE OF FOURS
- Limit – If a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.’s DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. exceeds your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. by 4 or more, you cannot succeed, even with a CritCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception..
- Mastery – If your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. exceeds the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.’s DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. by 4 or more, you cannot fully fail, even with a FumbleFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks..
- Roll Anyway – You should still roll because a LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. may grant you information, a bonus to your next attempt that shifts it below a gap of 4, or an opportunity to earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..
ONLY PLAYERS ROLL
- Players – Players usually make all rolls. The GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. only rolls for intentional uncertainty, tension, or anticipation.
- Attack – When attacking an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players., you roll; the NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. does not roll defenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances..
- DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances. – When defending against an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players., you roll; the NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. does not roll attack.
- Maintenance – When an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. challenges an effect you caused, you roll to maintain it.
- GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. – The GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. only rolls when they feel that uncertainty should remain hidden, or that doing so generates desired tension or anticipation.
ASSESS
- AssessAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier. – Judge a target’s quality and difficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. (by a numeric TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. corresponding to player Proficiencies), or special qualities.
- Compare – Compare your relevant ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. to the target’s TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10..
- Success – If your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. meets or exceeds the target’s TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10., you learn its TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. and obvious special qualities.
- Gap – If the target’s TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. is higher, the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. describes the gap in narrative terms instead of giving exact information.
- Engagement – Whether you will only observe, cautiously touch, or (potentially) dangerously probe the target during your assessmentAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier..
- Observation Only – Treat your TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. as 1 lower.
- Inspection – Use your TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. normally for cautious touch or basic inspection.
- Probing – Treat your TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. as 1 higher for aggressive probing or tool use, though risk may be involved.
- AssessAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier. by Doing – A normal CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. can also countCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. as an AssessmentAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier. after it is resolved.
- Time Commitment – Most AssessmentsAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier. take several minutes. You should tell the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. the maximum amount of time you’re willing to spend on your AssessmentAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier..
- Baseline – Non-living things take 4 minutes plus 2 minutes per TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10., minus your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..
- Patience – Spending more time may improve effective ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..
- Pressure – Rushing or acting under pressure may reduce effective ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..
TRY, TRY AGAIN
- Retry – If your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. is high enough but fate caused WoeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails., WasteWASTEA WEAL die result of 4 together with a WOE die result of 1. The action stalls: it neither succeeds nor fails, but its time and effort are lost., or FumbleFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks., you may try again – if circumstances allow, e.g. time, pressure, tools, resources.
- ModifierModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. – A LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. may modify the next attempt.
SPECTACULAR SUCCESSES & HORRENDOUS FAILURES
- Self-Prescribed Results – On CritCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception., WealWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails., WasteWASTEA WEAL die result of 4 together with a WOE die result of 1. The action stalls: it neither succeeds nor fails, but its time and effort are lost., WoeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails., or FumbleFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks., you may suggest the result yourself, or use the examples provided. If the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. accepts your suggested result, that result happens.
- Reward – Entertaining or memorable self-prescribed results may earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..
- Shared Failure – You may involve yourself in another PCPlayer CharacterA character created and played by a player other than the Game Master.’s failure – if it makes sense – for a chance to earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents.… or just for fun.
STORY POINTS
- Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. – Rewards for memorable self-prescribed outcomes, player engagement, roleplaying, problem-solving, enduring hardships, and providing snacks for the group.
- Development PointsDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points. – Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. can become Development PointsDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points. which are used to improve DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity..
- PortentsPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's. – Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. can become PortentsPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's. used to alter outcomes when LotsLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. are Cast.
PORTENTS
- PortentPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's. – Spend PortentPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's.(s) to Blot-outBlot-outA use of Portents that erases an Action or Check. The effort spent is lost, as though the act were skipped. or Re-tellRe-tellA use of Portents that repeats a Check and keeps only the new outcome. The effort already exerted does not have to be repeated. an Action or CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes..
- Target – PortentsPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's. can affect your roll, another player’s roll, or an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. or GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. roll.
- Cost –
- 1 PortentPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's. for your own roll
- 2 for another player’s roll
- 3 for a GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. roll.
- Awareness – Only the character using the PortentPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's. knows it was used.
BLOT-OUT
- Blot-outBlot-outA use of Portents that erases an Action or Check. The effort spent is lost, as though the act were skipped. – Erase an Action or CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. completely.
- Any effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. spent is lost.
- The original act is treated as if it never happened at all.
RE-TELL
- Re-tellRe-tellA use of Portents that repeats a Check and keeps only the new outcome. The effort already exerted does not have to be repeated. – Redo an Action or CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes..
- The first outcome is erased, and only the new result countsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution..
- You may Re-tellRe-tellA use of Portents that repeats a Check and keeps only the new outcome. The effort already exerted does not have to be repeated. repeatedly if you have enough PortentsPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's..
- Only the outcome is re-rolled. The effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. leading to the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. still countsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution..
EMBRACING UNCERTAINTY
- Mystery Rolls – The GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. may ask you to Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. without explaining why or the relevant DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity., StatStatA tracked character value such as Mettle, Capacity, Bulk, Hindrance, or Mobility, used as a quick reference during play., or DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. they used, if any.
- Purpose – Mystery Rolls can represent perception, ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places. exposure, environmental conditions, random events, unknown threats, or a myriad of other things – beneficial and detrimental – or nothing.