Checks

A Check resolves an uncertain action when failure matters.

Use a Check when a character attempts something risky, difficult, opposed, dangerous, or uncertain.

A Check is:

Rank Die + Ability Die

Roll both dice and total the result.

If the result equals or exceeds the TN, the Check succeeds.

If the result is lower than the TN, the Check fails, succeeds at a cost, or creates a consequence, as the Referee decides.

TN means Target Number.

The Referee chooses the Ability that best fits the character’s approach.

When to Make a Check

Make a Check only when all three are true:

Question

Meaning

Is there risk?

The outcome is uncertain, and failure matters.

Is it possible?

The character can attempt it in the fiction.

Will the result change the situation?

Success or failure will matter at the table.

If the answer is yes, make a Check.

If not, the Referee answers from the fiction.

The player acts.
The world answers.

When Not to Make a Check

Do not roll when the answer is already clear.

No Check is needed when the action is:

  • simple

  • safe

  • obvious

  • already solved by the fiction

If the action is impossible by ordinary means, it fails unless something changes.

Do not use a Check to make the obvious uncertain.

Do not use a Check to make the impossible possible.




Choosing the Ability

Use the action described by the player, not a fixed category.

Ability

Use For

STR

force, lifting, breaking, climbing, grappling

AGI

balance, stealth, reflexes, precision

CON

endurance, pain, poison, disease, exhaustion

LOR

memory, reason, craft, lore, languages, learning, judgment of known things

PRE

awareness, instinct, discipline, survival, will, social force, judgment in the moment

The same danger may call for different Abilities depending on the approach.

Approach

Possible Check

Leap across a broken span

STR Check

Balance across a narrow beam

AGI Check

Judge the safest path

PRE Check

Recall how such bridges collapse

LOR Check

Checks in Play

Situation

Possible Check

Force a stuck door

STR Check

Climb a crumbling wall

STR or AGI Check

Sneak past a sentry

AGI Check

Search a room carefully

PRE Check

Recall ancient lore

LOR Check

Persuade a guard

PRE Check

Resist poison

CON Check

Resist charm, illusion, fear, or mental pressure

PRE Check

Withstand exhaustion, disease, or pain

CON Check

These are examples, not fixed assignments.

The Referee chooses the Ability that best fits the declared action.


Background, Training, Tools, and Position

Fiction matters before dice.

A character’s Background, training, tools, position, time, and approach may decide whether a Check is needed at all.

They may also shape the Check.

Fictional Factor

Possible Result

Removes the risk

No Check is needed.

Makes the attempt possible

A Check may now be allowed.

Strongly helps

The Check has a Boon.

Strongly hinders

The Check has a Bane.

Changes the task itself

Use a different TN.

Background and training are not automatic bonuses.

They matter because they change what the character can reasonably know, attempt, or accomplish in the fiction.


Boons and Banes

A Check may have a Boon or Bane when a strong circumstance helps or hinders the attempt.

A Boon represents strong help.

When you have a Boon, roll an extra d10 with your Rank Die. Keep the higher of the Rank Die or Boon die, then add your Ability Die.

A Bane represents strong hindrance.

When you have a Bane, roll an extra d10 with your Rank Die. Keep the lower of the Rank Die or Bane die, then add your Ability Die.

Boons and Banes cancel before rolling.

Boons do not stack.

Banes do not stack.

Boons and Banes do not apply to weapon damage unless a specific rule says otherwise.

For full guidance, see Boon and Bane.

Success


On a success, the character does what they set out to do.

Success should move the situation forward.

Examples:

  • the door opens

  • the danger is avoided

  • the hidden clue is found

  • the guard is distracted

  • the character holds firm

  • the route is discovered

The Referee describes the result clearly.


Critical Success

A Critical Success occurs when the kept Rank Die and Ability Die show the same number, and the total equals or exceeds the TN.

A Critical Success means the character succeeds with exceptional force, speed, insight, advantage, or effect.

The Referee decides what extra benefit makes sense from the fiction.

Examples:

  • the action takes less time

  • the character gains extra information

  • the result is stronger than expected

  • an ally gains an opening

  • a resource is preserved

  • a danger is avoided entirely

  • the character gains better position

A Critical Success should improve the situation, but it does not need to break the scene.


Failure

On a failure, the situation changes.

Do not let failure mean nothing.

A failed Check may:

Failure Result

Example

Create a consequence

The character slips and hangs from the ledge.

Cost time

The lock holds while enemies approach.

Cost resources

A tool breaks, rope frays, or supplies are spent.

Reveal danger

Noise draws attention.

Close off an approach

The lock jams or the guard becomes suspicious.

Succeed at a cost

The door opens, but everyone hears it.

Failure should make the world answer.

Fumble

A Fumble occurs when the kept Rank Die and Ability Die both show 1.

A Fumble means the action goes badly wrong.

The Referee introduces a serious complication, danger, loss, exposure, or hard choice.

Examples:

  • a tool breaks

  • a weapon is dropped

  • a hidden danger is triggered

  • an enemy gains an opening

  • a spell twists or misfires

  • the character is exposed

  • a fragile opportunity is lost

A Fumble should matter, but it should still follow from the fiction.

Success at a Cost

Sometimes a failed Check still accomplishes the goal, but at a price.

Use this when simple failure would stop play cold, and a consequence would keep the situation moving.

Do not use success at a cost to soften every failure.

Action

Success at a Cost

Pick a lock

The lock opens, but the pick breaks.

Cross a ledge

The character crosses, but drops gear.

Recall lore

The character remembers the truth, but also knows who else would want it hidden.

Persuade a guard

The guard agrees, but demands payment or proof.

Force a door

The door opens, but makes a terrible noise.

Use success at a cost when it creates better play than simple failure.

Repeated Checks

Do not allow repeated Checks for the same action unless the fiction changes.

A failed Check already means something happened.

The player needs a new approach, better tools, more time, help, leverage, magic, or a changed situation before trying again.

Do not let players roll until the dice succeed.