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Core Mechanics

The Check
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The Check is the fundamental resolution mechanic and follows a standard structure:

  • Roll “x” number of d10

  • Each d10 must roll a specified value or higher (Threshold) to be considered a “Hit”

  • Tally Hits and compare to the Target Number

  • If Hits equal or exceed the Target Number, the Check succeeds

  • If Hits exceed the Target Number, the Check is considered to have Effect.  The more Effect the better.

  • If Hits are less than the Target Number, the Check is a Botch.  The more Botch the worse.

Types of Checks

There are four major types of checks: Action, Attribute, Damage, and Static.

Action Check

Action Checks are initiated by an actor to perform something, or to resist something.  These Checks roll an amount of d10 informed by the Skill associated with the Action, any Focus dice granted for the Action, and any corresponding dice from the Attribute the Skill is governed by.  If you are called upon to make an Action Check, and you have no Training in that Skill, it is treated as an Attribute Check, using the Dice Pool and Threshold of the Attribute the Skill is based on.

Attribute Check and Knowledge Check

These Checks have no associated skill, and the amount of d10 you roll is determined solely by the corresponding Attribute, and any situational modifiers.  A Knowledge check is an Attribute Check using Intellect.  This check gains bonus d10 equal to twice the character’s Knowledge Rating in that topic (ranges from 0 to 5).

Damage Check

Damage Checks are to deliver damage to a target.  The amount of dice rolled, and the Threshold are based on the weapon or attack being delivered.

Static Check

Static Checks have a fixed dice allotment and have an assigned Threshold of 6+.

Components of the Check

Regardless of the Dice Check type, the general dice check mechanic is composed of four major components:

-  Dice Pool (d)

-  Threshold and Hits

-  Target Number (TN)

-  Effect (eff) / Botch

Dice Pool (d)

The Dice Pool is the total number of d10 you are rolling in your Check.  Dice Pool may be modified by situational modifiers, keywords on the action, abilities in a discipline, or a variety of factors.  The Base Dice Pool, before modifiers, is governed by the type of Check.

Dice Pool in an Attribute Check

Your Attribute Level will detail for you how many d10 you gain for actions revolving around that attribute.  At an Attribute Level of 1 to 2 you have a base of 2d10.  At an Attribute Level of 3 to 4 you have a base of 3d10.  This increases to 4d10 at an Attribute Level of 5 to 6, and so on, gaining an additional d10 every 2 attribute levels after.

Dice Pool in a Skill Check

In a Skill Check, your Dice Pool is informed by three major sources:

-  Skill Training

-  Skill Focus

-  Attribute Base

Skill Training

Your Skill Training in the assigned skill grants you a number of d10.  0d10 if you have no training (Untrained) in that Skill, +1d10 at Cursory, +2d10 at Skilled, 3d10 at Adept, and 4d10 at Expert.

Skill Focus

If the Skill Check has an associated Focus, then you gain additional d10 from your Focus Level in that Focus (+1d10 per Focus Level).

Attribute Base

Every Skill has an attribute it is based on.  Your Skill Check adds the d10 assigned from that Attribute Level, just like an Attribute Check.

Dice Pool in a Damage Check: Power

In a Damage Check, the Dice Pool is based on the actual attack.  Damage from weapons will have a detail of the Dice Pool associated with an attack from that weapon, and damage from other sources (magic abilities, equipment, etc.) will have the Dice Pool listed in the description.  This may be noted as “Power” in the case of weapons.

Dice Pool in a Static Check

Your Dice Pool in a Static Check is a fixed amount, detailed by the specific Static Check being made.  This will be detailed in the Static Check Description.

Threshold and Hits

Where Dice Pool determines the number of d10 rolled on any given check, “Threshold” is the value that must be rolled on a d10 to score a “Hit.”  Threshold is noted in the Check as a “(x+)”, where “x” is the Threshold.  Threshold is the minimum value that must be scored on the d10.  If you have a Threshold of 7+ then each d10 on your Check that rolled a 7 or higher, is considered a Hit.  Your total Hits are tallied together to get your total Check.  If for example, you have a Dice Pool 10d10, and a Threshold of 7+, and of those 10d10, 4 scored a roll of 7 or higher, you’d have 4 Hits on the Check.

Threshold in Action Checks

In either an Attribute Check or a Skill Check, the Threshold required for a Hit is based on the Attribute.  In the case of Skill Checks, the Attribute the Skill is based on.  An Attribute of 1 has a Threshold of 10+, while an Attribute of 2 has a Threshold of 9+.  An Attribute of 3-4 has a Threshold of 7+ (common range).  An Attribute of 5-7 has a Threshold of 6+ (exceptional range).  An Attribute of 8-11 has a Threshold of 5+ (amazing range).

Threshold in Damage Checks

The Threshold in a Damage Check is informed by the attack being performed, and will be listed in the description for that attack.  As a rule of thumb, there are some consistencies in this Threshold based on the damage type being inflicted.  Cutting damage from an axe or a sword swing has a Threshold of 7+, while Piercing damage from a stab or puncturing attack has a Threshold of 6+.  See the details of the attack to determine the Threshold for the Damage Check.

Threshold in Static Checks

The Threshold of a Static Check varies depending on the Static Check.  This will be detailed in the Static Check description.

Buying Hits

When rolling especially large dice pools, it is often convenient to assume most of the dice will roll “on average”. Here is the procedure to do this:

  • Separate the dice pool into two groups - the “Buy Hits” group and the “Roll Normally” group.

  • The “Roll Normally” group must have at least 10 dice in it after the split.

  • The “Buy Hits” group must be allocated in groups of 10 dice.

  • Every ten dice in the “Buy Hits” group generates the following number of Hits, based on the threshold of the check:

  • 9+ Buys 2 hits per each group of ten dice

  • 8+ Buys 3 hits per each group of ten dice

  • 7+ Buys 4 hits per each group of ten dice

  • 6+ Buys 5 hits per each group of ten dice

  • 5+ Buys 6 hits per each group of ten dice, etc.

  • Roll the “Roll Normally” dice normally and add the hits generated to the hits bought by the “Buy Hits” group.

Target Number (TN)

A Check’s tallied Hits are compared to a Target Number (TN) to determine success or failure.

TN from Defenses

Some Checks are attacks that target the Defense Value of the target: Evasion (melee defense), Body (health defense), Awareness (detection defense), Grit (morale defense), and Spirit (spiritual defense).  In these Checks, the Defense will be listed as the TN.

TN from Assigned Difficulty

An Assigned Difficulty is assigned by either the Sage, the Action’s Description, or in the case of Ranged Attacks, by an Avoidance value.  In either case, the TN is calculated, or the Sage determines the difficulty.  A TN from an assigned difficulty have a range of 0 to 10, with 0 meaning something extremely simple and mundane (usually no roll required), and 10 being astronomically impossible to do.

TN 0 - Idiotically Simple.  Success guaranteed.  You’re just looking for how well you succeeded here.

TN 1-2 - Normal or Standard Difficulty for Simple Tasks.  Foraging edible berries in a forest, jumping over a low berm, backhanding a peasant.

TN 3-4 - Challenging.  You should have some training or significant advantages to be successful at this.

TN 5-6 - Hard.  Untrained people would have no chance of succeeding here, and only those with diligent focus and strong attributes will be able to succeed here.

TN 7-8 - Unlikely.  People with extensive training, solid attributes, and situational advantages, may have a chance of succeeding here.

TN 9-10 - Impossible.  It would take Fate to have even the slightest chance of succeeding.

TN from Opposed Hits

Some Checks are made against an opposed roll.  In these situations, the defender makes a corresponding Check, normally an Action Check, and notes their Hits.  Their totalled Hits determine the TN for your Check.  Some actions, like grappling, or attempting to lie to someone, are always Opposed Checks.

TN from Hardness (Damage Checks Only)

In a Damage Check, the TN is based on the Hardness value of any armor you may be striking.  Armor has different Hardness values for different kinds of attacks.

Effect (eff) / Botch

If you scored more Hits than the TN in the Check, you are considered to have Effect.  The amount of Effect you gain is equal to the number of Hits you exceeded the TN.  If, for example, you scored 5 Hits against a TN of 2, your Check would have an Effect of 3 (eff:3).  If you scored 3 Hits against a TN of 3, your Check would have an Effect of 0 (eff:0).  An eff:0 is still a success, it’s just considered a nominal one.

If you fail to meet or exceed the TN with your rolled Hits, the Check is considered a Botch.  In most cases, this simple means the Check failed.  Some Checks may have special conditions on a Botch.

Generally speaking, any Effect of 4+ (Exceeded the TN by 4 or more), or a Botch of 3+ (Failed to meet the TN by 3 or more Hits), is considered to be a good success, or a spectacular failure.

Effect in an Action Check (Maneuvers)

Effect in an Action Check can serve many purposes.  In the case of an Attack, you can use Effect to purchase Maneuvers, which could allow you to bypass armor, do special effects on the target, or grant you a higher Dice Pool for a Damage Check.

Effect in a Damage Check (Wounds)

The Effect you score in a Damage Check directly delivers damage, or a wound, on the target.  The more damage, the greater the wound.

Effect in a Static Check

The Static Check will detail the function of Effect, if any, on the outcome of the Static Check.

Degree of Success (DoS)

Degree of Success, or DoS, is based on total Effect.  Some effects from abilities are based on DoS on a Check.

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7A: Degree of Success

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Effect Scored

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DoS

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Description

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-4 or More

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Botch 3

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Catastrophic Failure

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-2 to -3

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Botch 2

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Major Failure

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-1

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Botch 1

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Nominal Failure

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0 to 1

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DoS 1

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Nominal Success

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2 to 3

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DoS 2

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Normal Success

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4 to 7

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DoS 3

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Good Success

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8 to 15

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DoS 4

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Great Success

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16+

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DoS 5

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Critical Success

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Reading the Check

When a check is called for, it will begin with the Attribute, or Skill (and Focus), or Power, noting the Dice Pool.  This will be followed by a colon “:” which then moves in to the target number.  The target number can be a simple number, a defense, or the opposed skill check.

The following are examples of Checks as they are noted in this guide book.

Attribute Check Examples

Against an Assigned TN

STR:2

Against an Opposed Attribute Check

COR:STR

Skill Check Examples (Against a Defense)

  • A Skill Check to Daunt an enemy

  • Command (Intimidate):GRI

  • A Skill Check to make a sword attack against an enemy

  • Swords (Cut):EVA

  • A Skill Check to sneak past a guard

  • Stealth (Infiltration):AWA

Skill Check Examples (Against an Opposed Skill Check)

  • A Skill Check to wrestle with an enemy

  • Athletics (Grapple):Athletics (Grapple)

  • A Skill Check to tell a convincing lie

  • Persuade (Con):Cunning (Discern)

  • A Skill Check to haggle or barter on price, or debate

  • Persuade (Handle):Persuade (Handle)

Static Check Examples

  • Against Assigned TN

  • 12d(6+):3

  • Against a Defense

  • 9d(6+):BOD

Group Checks

In a Group Check, multiple PC’s are working together to resolve a single challenge in a given period of time.  Group Checks cannot be made on Static or Luck Checks.

When making a Group Check, the PC’s select a leader on the roll.  This is likely the character with the best chance at scoring the most hits on that particular check.  Every participating PC then makes the Skill Check first.  The TN for them is a 1.  The Sage may limit the number of assisting PCs based on the situation:

  • Only two people can feasibly try and burst down a door

  • Lifting a heavy gate can support one person per yard of length

  • If a Knowledge Check, only those with a Knowledge Rating within 1 level of the lead (minimum of level 1) would provide any benefit.

Each supporting PC notes their Effect (or Botch) and the leader gains a bonus number of d10 to their Skill Check equal to the total combined Effect granted by those supporting the action.  It is possible for supporting PCs to negatively impact the leader’s dice pool by botching.  A botch from a participating PC cannot be discarded from the total.

Example

Five PC’s are doing research in the library.  The leader has a good Intellect attribute, and has Adept in Cunning (Discern), the skill for the research effort.  The four remaining PC’s decide to assist.  Each of them makes a Cunning (Discern) vs. a TN of 1.

  • Player 1 has a Cunning (Discern) of 8d(6+): 1, scoring 4 Hits, granting +3 Effect

  • Player 2 has a Cunning (Discern) of 6d(7+): 1, scoring 1 Hit, granting +0 Effect

  • Player 3 has a Cunning (Discern) of 3d(7+): 1, scoring 0 Hits, granting -1 Botch

  • Player 4 has a Cunning (Discern) of 7d(7+): 1, scoring 2 Hits, granting +1 Effect

The combined bonus to the leader in this example would be +3d.

Luck Checks

It does not always come down to skill.  Sometimes it’s strictly luck.    Jorgar the barbarian is racing down a tunnel, with terrible shadows and creatures in hot pursuit.  There is a blinding light at the end of the tunnel.  He doesn’t know what is past it, but it is ideally better than what is pursuing him.  He leaps from the tunnel and finds that he… lands in a river… or at the bottom of a ravine, in pieces.

Sometimes, the Sage doesn’t know what happens next.  In most cases, they will simply be creative and adjudicate the scene based on what they best imagine.

If, for example, there is a shelf of unmarked tinctures, and a character grabs and drinks one at random, even though there are poisons and elixirs alike on the shelf, which did he pick?  This can sometimes be simple statistics.  There were 10 potions, 2 were poison, roll a d10, and if it is a 1 or a 2, then he grabbed some poison.

Sometimes the characters do things so obscenely imprudent that the Sage might want to consult the whims of fate.

Making the Luck Check

First, the player making the Luck Check has a dice pool equal to their current, and unspent Fate Pool.  This is a Static Check (Threshold of 6+).  They roll and note hits.

The TN for this is set by the Sage.  A TN of 1 is roughly equal odds for or against the character.  A TN of 2 means that a good outcome, while possible, is not likely.  A TN of 3 means that for the outcome to be positive for the character, the moon and stars have aligned in their favor.  Any TN of 4 is statistically unheard of.

TN 1 Throwing a grapple hook on to a roof and hooking something that can sustain your weight.  Winning a coin toss.  50/50 Chance

TN 2 Hit Blackjack on your first pull of cards: 5% Chance

TN 3 Hit Blackjack twice in a row

TN 4 Win a Lottery Jackpot

Only the Sage can call for a Luck Check.  And they can use their discretion to allow it or not.

Validation Dice

Some conditions, situations, or rules will call for a Validation Dice while making an otherwise normal check.  When making any Check that requires Validation Dice, one die is rolled separately (or otherwise kept different from the other d10 for the Action Check, ideally by color) and will have a second, additional, threshold for the purposes of the Validation Check. It is entirely possible that any given die will pass the base check, while not passing the Validation Check, or vice-versa.

For example, Rome makes an attack roll with his arquebus, which has the Misfire (2+) rule. Rome rolls 11 dice for his attack with a threshold of 6+, and thus picks up 10 blue dice and one red one. Rolling these he notes that while he scored 7 hits (Effect 4 against his target, and thus a hit normally), the red Validation Die came up a 1, which fails the Validation Check. Looking at the rules for the Misfire keyword, he sees that if the Validation Check fails the weapon fails to fire and the attack automatically does no damage, though the weapon is not considered to be unloaded, and he can re-ready it to fire and then try again on subsequent passes.