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.
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.