CHALLENGES & CHECKS

RESOLVING UNCERTAINITY

CHECKS

When you attempt something whose outcome involves proficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10., uncertainty, luck, or fate, you simply compare your most relevant AttributeAttributeA character value used for a Check, such as a Discipline or Stat. Compare the relevant Attribute with the task's Difficulty. value to the DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. of the task. If your AttributeAttributeA character value used for a Check, such as a Discipline or Stat. Compare the relevant Attribute with the task's Difficulty. 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 succeed – barring any interruption from fate.

You will 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 if fate interferes.

Terms

  • AttributeAttributeA character value used for a Check, such as a Discipline or Stat. Compare the relevant Attribute with the task's Difficulty. – a 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., etc.
  • DifficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. – a target numberDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. that corresponds to a required proficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..

TiersTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10.

It may be useful to think of your capabilities, the difficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. of challenges, or the quality of things in terms of numeric tiersTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10..

In Thaeborn, all of these things normally range from 0 to 10 and are therefore directly comparable.

  • Proficiency TierProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. – How capable is the character?
  • Difficulty TierDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. – How demanding is the task?
  • Quality TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. – How well-made or effective is something?

CAST LOTS

DICE

Use two, four-sided dice with a different appearance.
Choose one of them to be 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.. The other becomes 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..

CRIT

If both dice land on a 4, you have rolled 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. (“critical” or “critical successCRITA 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.”).

For most types of ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes., this means automatic and spectacular success that also grants you heightened benefits of a WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails. result. However, it most cases – attacks not included – you are unable to automatically succeed at anything whose TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. exceeds yours by 4 or more.

FUMBLE

When you roll double 1’s, the roll is 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. (“critical failureFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks.”).

For most ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes., this means an automatic and horrendous failure that also bestows on you the heightened consequences of the WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails. result.

Like CRITSCRITA 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., you are typically unable to automatically fail at anything whose TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. exceeds your own by 4 or more. Sure, something may take longer, or a tool may break, but you’re just way too competent to completely fail.

WEAL

Whenever 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, you gain a positive benefit called a WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails., regardless of whether the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. is a success or failure.

WOE

When 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 a 1, you suffer a negative consequence called a WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails., regardless of whether the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. is a success or failure.

WASTE

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. is a 4 (normally creating a WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails. benefit) 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. is a 1 (normally causing a WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails. detriment), the action is lost. You neither succeed or fail, you simply stutter and stall – wasting your time and effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage..

Tip

We love using twelve-sided dice that repeat the values 1-4 three times. d12’s roll so much better than those little polyhedral caltrops.

LOTS

Together, all of the special results possible 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. – 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., 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. – can be referred to as a LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE..

RULE OF FOURS

If the TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. of a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. exceeds your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. by four or more, you simply won’t be able to succeed at it. You can still try it, but even rolling 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. won’t allow you to succeed – although you could gain useful information, and possibly a Story PointStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. or two.

The same is true when your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. is four or more above that of your CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. – you can’t automatically fail, but a tool could still break, or the information you gain be misleading.

You should always be allowed to roll – especially since their could be benefits or detriments from WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails. and WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails., or a time-sync of rolling a 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..

ONLY PLAYERS ROLL

Only players roll – usually.

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. will typically only make rolls if they feel something should remain random and should not be revealed, yet, to the PCsPlayer CharacterA character created and played by a player other than the Game Master.. See EMBRACKING UNCERTAINTY.

For example:

  • When you perform an attack on an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players., you 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 how your attack is affected; there is no NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. roll for defenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances..
  • When you are defending against an attack from an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players., you 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 how your defenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances. is affected; the NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. does not roll for their attack.
  • If an NPCsNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. tries to break-out of a restraint or effect you have placed on them, you exert effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. and 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 try to keep them restrained or affected.
  • If an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players.’s IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem. is high enough to successfully catch you sneaking, you 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 how fate affects the situation.
  • …etc…

ASSESS

To 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. something is to judge its quality or difficultyDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10., or special qualities.

Compare the ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. of your most relevant DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. to the target’s TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10..

If your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. meets or exceeds the target’s, you accurately determine its TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. and any obvious special qualities.

If the target’s TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. is higher than yours, 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. gives you a descriptive sense of the gap instead. A small gap might sound like “this seems just beyond your current skill, but success is possible.” A large gap might mean “you did not know this was even possible.”

COMMITMENT

You must at least observe a target to 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. it, but closer interaction improves the accuracyAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage. or 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.
  • Cautious touch or basic inspection – use your TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. normally.
  • Aggressive prodding, poking, prying, or tool use – treat your TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. as 1 higher, though this may involve risk.

This is useful when you want to judge whether you could do something without fully committing to it, such as unlocking a lock, disarming a trap, operating a device, or challenging someone’s ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics..

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 the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. is resolved, 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. compares your 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. and gives you the appropriate information.

TIME

The time required to 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. something depends on the type of thing being assessed. 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, especially when the target’s TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. is higher than yours.

The baseline for assessing non-living things is 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..

EXAMPLES

**ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. – ** You can 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. someone’s ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. by watching them fight. A single remarkable maneuver may be enough, though several exchanges may be needed. This usually takes only a few moments.

SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience., SubterfugeSubterfugeThe Discipline of secrecy, concealment, misdirection, infiltration, espionage, and theft., and IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving.. These usually require watching someone work for several minutes, or studying the results of their work: a shelter they built, a trap they made, or a blade they forged.

WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae.. You might 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. someone’s WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae. by seeing how they endure painPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool., pressure, fear, temptation, or interaction with the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places.. To 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. how much WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae. something would require of you, you may need to experience it directly.

IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem.. Assessing someone’s IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem. is rarely straightforward. You would need to know their assumptions or gut feelings, then compare them to what is actually true. Since people may misrepresent what they felt or believed, this may not always be feasible.

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. NOTE

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. should ask how long you are willing to spend assessing. Being willing to spend 30 minutes does not mean the 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. will take that long, nor does it prevent interruption.

You might consider granting an additional TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. to their effective ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. when a character is willing to spend more time on their 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. than its tierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. normally requires.

Likewise, rushing 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., or one performed under pressure or duress should absolutely decrease the PCPlayer CharacterA character created and played by a player other than the Game Master.’s effective ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..

TRY, TRY AGAIN

When your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. is sufficient to succeed at a task, but fate had other plans via a 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 – assuming that the circumstances allow, e.g. you have the time and resources to do so. A LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. can give you modifiersModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. to your next attempt.

SPECTACULAR SUCCESSES & HORRENDOUS FAILURES

When you roll a special outcome when 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. – such as 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., 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 have the option of self-prescribing the results. 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. agrees that they’re appropriate, then that’s what happens. 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. thinks they are entertainingly spectacular or horrendous, they may award you with Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..

Examples are provided for each type of CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. to help determine if your self-prescribed results are appropriate. Optionally, you can use our examples as-is, or to serve as inspiration for your self-prescribed results.

EARNING STORY POINTS

A player whose self-prescribed results are entertaining and help create great memories can earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. from 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.. Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. can be converted to either 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. (used to develop your DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.), or 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. (which can be used to alter the outcome of ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.).

SHARING IN FAILURE

If you can feasibly work your way into another PCPlayer CharacterA character created and played by a player other than the Game Master.’s horrendous failure, you can do so for a chance at earning Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..

Examples:

  • friendly fire on a fumbled ranged attack
  • being tripped up by an ally who slips and falls when they’re near you
  • being caught in the blast of their failed attempt to make a concoctionAlchemical ConcoctionA preparation made through knowledge of an Alchemical Formula.

PORTENTS

When you use a 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., you get a glimpse of the future and are given the power to affect it. 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 be spent to affect an outcome any time LotsLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. are Cast.

There are two ways to use them: 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..

They can be used on your own roll, another player’s roll, or an NPCNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players.’s roll.
The number of 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. required is:

  • Your Own Roll – 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.
  • Another Player’s Roll – 2 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.
  • 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.’s Roll – 3 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.

When a 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. is used, no one in the story is aware that it was used, or that the original action ever would have occurred, except the character who used it.

BLOT-OUT

You can completely erase an Action or CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.. 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. It’s as if the act was just skipped – it never happened.

RE-TELL

When you choose to 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., it’s as if the first attempt never happened, but the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. must be completed again. The second outcome is the only one that is kept.

If you don’t like the second result, and 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. remaining, 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. a Re-tellingRe-tellA use of Portents that repeats a Check and keeps only the new outcome. The effort already exerted does not have to be repeated. again, and again, and again… Only the last attempt actually happens.

Important

On a Re-tellingRe-tellA use of Portents that repeats a Check and keeps only the new outcome. The effort already exerted does not have to be repeated., only the outcome is being affected. The effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. exerted to get to the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. does not have to repeated; it 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 UNCERTAINITY

The role of ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. is usually to resolve uncertainty. However, rolls can sometimes be used to increase tension or anticipation by creating uncertainty.

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 giving you a reason, ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10., 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., a target numberDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots., or any explanation.

Some common reasons might be:

  • to see if you are altered by exposure to the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places..
  • to see if you notice the creature sneaking up on you, or hear the horn in the distance.
  • to determine the weather or some other environmental event.
  • to checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. for a random encounter (though we’re not a huge fan of these… it’s your game…)
  • just to make you wonder why they had you roll.

We recommend that 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. not tell you what the roll is for, so that you are never able to assume what may be happening – since you may find yourself in areas of high ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places. intensity or in possession of ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places.-touched items and not realize it, and can no longer assume that every “secret roll” is related to whether you perceive something.