CHALLENGES & CHECKS
SUMMARY VERSION
RESOLVING UNCERTAINTY
-
Core Resolution Mechanic – Compare Proficiency to Difficulty, then Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The results determine how fate affects the action. 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.
-
Proficiency – A numeric character value such as a Discipline or Stat that serves as your Proficiency for a Check.
-
Difficulty – The target number your Proficiency must meet or exceed to succeed at a Check.
-
Tier – A numeric rating for Proficiency, Difficulty, or Quality that share the game’s base scale of 0-10.
-
Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The results determine how fate affects the action. – Roll the Weal Die and Woe Die to see whether fate modifies the result of an Action or Check.
-
Check – Compare your most relevant Proficiency to the task’s Difficulty.
-
Success – If your Proficiency meets or exceeds the Difficulty, you usually succeed.
CASTING LOTS
- Dice – Roll two different d4s, one Weal Die and one Woe Die.
- Lot – Any special result from Casting LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The results determine how fate affects the action., including Crit, Weal, Waste, Woe, or Fumble.
- Crit – If both dice land on 4, the result is a spectacular success with heightened Weal benefits – except in the case of The Rule of Fours.
- Fumble – If both dice land on 1, the result is a terrible failure with heightened Woe consequences – except in the case of The Rule of Fours.
- Weal – If the Weal Die lands on 4, gain a positive benefit regardless of success or failure.
- Woe – If the Woe Die lands on 1, suffer a negative consequence regardless of success or failure.
- Waste – If the Weal Die lands on 4 and the Woe Die lands on 1, the character stalls and loses any committed effort. The Check produces no success or failure.
- No Lot – If no Lot is rolled, the Check simply succeeds or fails.
RULE OF FOURS
- Limit – If a Check’s Difficulty exceeds your Proficiency by 4 or more, you cannot succeed, even with a Crit.
- Mastery – If your Proficiency exceeds the Check’s Difficulty by 4 or more, you cannot fully fail, even with a Fumble.
- Roll Anyway – You should still roll because a Lot may grant you information, a bonus to your next attempt that shifts it below a gap of 4, or an opportunity to earn Story Points.
ONLY PLAYERS ROLL
- Players – Players usually make all rolls. The GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed 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 defense.
- Defense – 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 and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. – The GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. only rolls when they feel that uncertainty should remain hidden, or that doing so generates desired tension or anticipation.
ASSESS
- Assess – Judge a target’s quality and difficulty (by a numeric Tier corresponding to player Proficiencies), or special qualities.
- Compare – Compare your relevant Proficiency to the target’s Tier.
- Success – If your Proficiency meets or exceeds the target’s Tier, you learn its Tier and obvious special qualities.
- Gap – If the target’s Tier is higher, the GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed 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 assessment.
- Observation Only – Treat your Tier as 1 lower.
- Inspection – Use your Tier normally for cautious touch or basic inspection.
- Probing – Treat your Tier as 1 higher for aggressive probing or tool use, though risk may be involved.
- Assess by Doing – A normal Check can also count as an Assessment after it is resolved.
- Time Commitment – Most Assessments take several minutes. You should tell the GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. the maximum amount of time you’re willing to spend on your Assessment.
- Baseline – Non-living things take 4 minutes plus 2 minutes per Tier, minus your Proficiency.
- Patience – Spending more time may improve effective Proficiency.
- Pressure – Rushing or acting under pressure may reduce effective Proficiency.
TRY, TRY AGAIN
- Retry – If your Proficiency is high enough but fate caused Woe, Waste, or Fumble, you may try again – if circumstances allow, e.g. time, pressure, tools, resources.
- Modifier – A Lot may modify the next attempt.
SPECTACULAR SUCCESSES & HORRENDOUS FAILURES
- Self-Prescribed Results – On Crit, Weal, Waste, Woe, or Fumble, you may suggest the result yourself, or use the examples provided. If the GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. accepts your suggested result, that result happens.
- Reward – Entertaining or memorable self-prescribed results may earn Story Points.
- 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 Points… or just for fun.
STORY POINTS
- Story Points – Rewards for memorable self-prescribed outcomes, player engagement, roleplaying, problem-solving, enduring hardships, and providing snacks for the group.
- Development Points – Story Points can become Development Points which are used to improve Disciplines.
- Portents – Story Points can become Portents used to alter outcomes when Lots are Cast.
PORTENTS
- Portent – Spend Portent(s) to Blot-out or Re-tell an Action or Check.
- Target – Portents 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 and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. roll.
- Cost –
- 1 Portent for your own roll
- 2 for another player’s roll
- 3 for a GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. roll.
- Awareness – Only the character using the Portent knows it was used.
BLOT-OUT
- Blot-out – Erase an Action or Check completely.
- Any effort spent is lost.
- The original act is treated as if it never happened at all.
RE-TELL
- Re-tell – Redo an Action or Check.
- The first outcome is erased, and only the new result counts.
- You may Re-tell repeatedly if you have enough Portents.
- Only the outcome is re-rolled. The effort leading to the Check still counts.
EMBRACING UNCERTAINTY
- Mystery Rolls – The GMGame MasterThe person who prepares the setting and non-player characters, and moderates what happens using the game's guidelines and the group's agreed modifications. may ask you to Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The results determine how fate affects the action. without explaining why or the relevant Discipline, Stat, or Difficulty 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.