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.