Checks

A check is a d20 roll with some modifiers against a pair of target numbers. It is used to get the result for an action or an event. The result is one of 5 degrees of success.

Number Calculations

Check Calculation

The check has a bonus (B) that indicates how good an attack is executed. That bonus incorporates a stat, sometimes chosen between two options, the action training any bonus that might help with the attack and a resource bonus if a resource is used.

B = Stat + Action Training + Action Bonus + Resource Bonus
Check = 1d20 + B

Defense Calculation

The defense has 2 values. The target number (TN) and the fortified number (FN). The fortified number is the target number + the fortification (F).

The TN measures how good an attack can be evades, so completely negated. It incorporates the stat to evade, the defensive training and any bonus that might negate the attack. The F measures the resistance against a successful attack to have a big impact. It incorporates the stat to resist and any bonus that lessens impact.

TN = 10 + "Quick" Stat + Defense Training + Defense Bonus
F = "Strong" Stat + Fortification Bonus
FN = TN + F

Effect Strength Calculation

The attack effect (E), if successful measures how mach damage a point pool takes.

E = ("Strong" Stat * 0.5) + Effect Bonus

Results and their Effects

The result of a check is one of Disaster, Failure, Pass, Success or Triumph. If a check is made against a target without any Fortification, a Pass is not possible.

Die Roll Results

Check Roll Result Effect
< TN - 10 Disaster Disaster Outcome of action & Rider Reaction from target
>= TN - 10, < TN Failure Rider Reaction from target
>= TN, < FN Pass Pass Outcome of action
>= FN, < FN + 10 Success Pass Effect of action & Rider of actor
>= FN + 10 Triumph Triumpf Outcome of action & Rider of actor

Special: On a 1 on the die the result is treated as one step worse. On a 20 on the die the result is treated as one step better.

Check Modifications

Checks can be modified with either numeric penalties and bonusses and with the following keywords. Those keywords modify the result after a rolled 1 or 20.

  • With Risk: Failures become Disasters
  • With Assurance: Disasters become Failures, rolled Failures don't trigger Rider reactions
  • With Ease: Successes become Triumphs
  • With Difficulty: Triumphs become Successes, rolled Successes don't trigger Riders
  • With Determination: If a Pass is rolled it becomes a Failure on a die roll of 10 or lower and a Success otherwise

Risk and Assurance cancel each other out as do Ease and Difficulty.

Effect of the Action

An action can define 3 outcomes: * a Pass outcome which is the normal effect that action would have * an optional Disaster outcome which is a detrimental effect for the actor that attemted the action * an optional Triumph outcome which is an effect for a particularly well executed action

Rider Effects

Both actor and target can have Riders for some types of actions. If they have a fitting Rider the actor can use it on a good result and the target can use it as a Reaction on a bad result.

The Riders available to the actor or target describe what kind of actions they can be used on.