Attribute Checks
Attribute Checks are usually made when trying to perform a task that puts a Basic Attribute to the test. The Check is names after the tested Attribute, such as a Might Check or a Control Check.
Factor Values
Attribute Checks most often compare a Basic Attribute to a Difficulty or an opposing Basic Attribute. This done using a Factor Value. Factor Values for a Basic Attribute is derived by removing the 1's digit from the Attribute's value.
Opposing Attributes
Some Check Rolls involve multiple characters. For example, a character may need to make a Might Check vs. another character’s Might. In this case, the difference between the Factor Value or each Attribute is used to determine a number of Adjustments. The character with the higher value will get to make the Adjustments. When making a Resist Check to Resist a Spiritual Effect, use the Allotment just like an Attribute to determine a Factor Value by removing the 1’s digit.
Difficulty
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positive Difficulty adds Adjustments against the character
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negative Difficulty adds Adjustments in favor of the character
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as a baseline, a moderately easy task would have -3 Difficulty
The Host may decide the Check is especially easy or difficult and apply a Difficulty modifier that directly affects the number of Adjustments. A positive Difficulty applies Adjustments against the character. Opposing Adjustments counter each other. Using the Swiftness Check example from the box, a Difficulty of 3 would reduce the character’s Adjustments from 4 to 1. Conversely, a negative Difficulty adds to the character’s Adjustments, reflecting an easier task.
As a general guideline, a moderately easy task would have a Difficulty of -3. For perspective, a near certain task would have a Difficulty of -7, but at that point the Host should probably not require a Check Roll to be made at all.
Interpreting Die Results
Each die in an Attribute Check is interpreted as follows:
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9-12 is a Pass representing that a portion of the character’s effort was successful.
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4-8 is a Neutral representing that a portion of the character’s effort was not sufficient to produce a positive or negative result.
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1-3 is a Fail representing that a portion of the character’s effort was either very poor, or was overwhelmed by the other party involved.
In regard to Epic Checks:
- If the natural roll contains two or more uncanceled 12s (not canceled by a 1), the roll is considered an Epic Check and natural 12s may not be adjusted down in an Epic roll.
- If the natural roll contains three or more uncanceled 12's, it is automatically a Passed Check, regardless of how Adjustments would affect the final outcome.
- If the natural roll contains two or more uncanceled 1s (not canceled by a 12), the roll is considered an Epic Check and natural 1s may not be Adjusted up in an Epic Failure.
- If the natural roll contains three or more 1s, it is automatically a Failed Check, regardless of how Adjustments would affect the final outcome.
Adjustments
Determine the Factor Value for the Attribute in question by removing the 1's digit from the Attribute's value.
If the is an opposing Attribute, determine its Factor Value and subtract them to find the difference.
Either way, the result determines the number of Adjustments. 1 = 1 Adjustment. Another Adjustment is gained at 3, 6, 10, and then every additional 5.
a number of at least: | gives this many Adjustments: |
1 | 1 |
3 | 2 |
6 | 3 |
10 | 4 |
15 | 5 |
21 | 6 |
+7 more | +1 more |
A fallen Strongman has Herald Grappled and Herald is trying to break free which requires a Might Check vs. the Might of the Strongman. Herald has 26 Might. The Strongman has 84 Might. The Strongman will get 3 Adjustments to Herald’s Might Check roll.
Strongman’s Might, 84 = Factor Value of 8
Herald's Might, 26 = Factor Value of 2
8 - 2 = 6
A difference of 6 gives 3 Adjustments in favor of the Strongman.
Interpreting Roll Results
Once all Adjustments are made, determine the final result. Set aside any 12s or 1s that have canceled each other. Use any remaining Fails to cancel Passes.
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7 or more Passes = Superb Pass; a Pass with bonus positive results
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3-6 Passes = Pass
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1-2 Passes = Near Pass; some positive results may occur, but the primary goal of the Check is not achieved
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1 or 2 Fails or 0 Passes = Failure
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3 or more Fails = Superb Failure; an additional negative result may occur
It takes three Passes to Pass an Attribute Check. The Host may give partial results for one or two Passes or provide additional effects for extremely good or poor results.
Herald rolls the Might Check to break free from the Strongman. He gets two 12s, a 10, a 9, a 6, a 4, and a 1. That would be a successful Check with four Passes.
one 12 is canceled by a 1
the other 12 gives two Passes, 10 and 9 are Passes = 4 Passes
6 and 4 are Neutrals, having no effect
12 12 10 9 6 4 1 = 4 Passes
However, we determined earlier that the Strongman gets 3 Adjustments to the Might Check. They adjust one of the 12s to an 11, the 9 down to an 8, and the 4 down to a 3. The Check result is a failed Check with only 1 Pass.
12 is still canceled by a 1
11 and 10 are Passes, but a 3 now cancels one of those Passes = 1 Pass
8 and 6 are Neutral, having no effect
12 11 10 8 6 3 1 = 1 Pass