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Resist Checks

Resist Checks are Check Rolls made to Resist the effects of Resistible and Wearing Spiritual Effects and Songs.

Factor Values

Resist Checks most often compare a Basic Attribute to an Allotment or SPP investment. This is done by determining Factor Values. Factor Values for a Basic Attribute are derived by removing the 1's digit from the Attribute's value. Factor Values for Allotments are derived by removing the 1's digit Allotment amount. Factor Values for SPP investments are derived by multiplying the SPP invested into the Song by 2.

  • Basic Attribute: remove 1's digit from the Attribute's value

  • Spiritual Effect Allotment: remove 1's digit from the Allotted Resolve amount

  • Song SPP Investment: twice the SPP investment amount

Interpreting Die Results

Each die in a Resist Check is interpreted as follows: 

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  • 9-12 is a Pass, representing a portion of the effect was staved off.

  • 4-8 is a Neutral, representing a portion of the effect was not staved off. 

  • 1-3 is a Fail, representing a portion of the effect found a weakness.

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 being used to Resist by removing the 1's digit from the Attribute's value.

Compare this to the Factor Value for the Allotment or the SPP Investment and subtract the Factor Values to find the difference.

The result determines the number of Adjustments. 1 = 1 Adjustment. Another Adjustment is gained at 3, 6, 10, and then every additional 5.

a difference of at least: gives this many Adjustments:
1 1
3 2
6 3
10 4
+5 more +1 more


Herald is trying to Resist the Spiritual Effect Dark Void with an Allotment of 60 Resolve being invested by the Ministering Spirit using Dark Void. Dark Void is Resisted using Resolve, and Herald's Resolve is 20. The Ministering Spirit will get 2 Adjustments to Herald’s Resist Check roll.

60 Allotment = Factor Value of 6
Herald's Resolve, 20 = Factor Value of 2
6 - 2 = 4

A difference of 4 gives 2 Adjustments in favor of the Ministering Spirit.


Herald is trying to Resist the Song Dirge with an 2 SPP being invested into it by the Minstrel singing it. Dirge is Resisted using Resolve, and Herald's Resolve is 20. The Minstrel will get 1 Adjustment to Herald’s Resist Check roll.

2 SPP Investment = Factor Value of 4
Herald's Resolve, 20 = Factor Value of 2
4 - 2 = 2

A difference of 2 gives 1 Adjustment in favor of the Minstrel.


Resisting a(b) Effects

Some Spiritual Effects and Songs produce Wear or other effects that include parentheses in the format a(b). When resolving these kind of effects, the number outside the parentheses is the base effect amount. That base amount is then modified by the number inside the parentheses. Subtract the modifier amount once for each uncanceled Pass or add the modifier amount once for each uncanceled Fail.

A fallen Minstrel is singing Sloth investing 3 SPP and Herald in within the Song's Range when it is checked. Sloth is Resisted using Passion and Herald's Passion is 26. The Minstrel will get 2 Adjustments to Herald’s Resist Check roll. 

3 SPP Investment = Factor Value of 6
Herald's Resolve, 20 = Factor Value of 2 
6 - 2 = 4
A difference of 4 gives 2 Adjustments in favor of the Minstrel.

Herald rolls the Resist Check and after the 2 Adjustments, Herald is left with 1 Pass. This is not enough to fully Resist the Song, but Herald is able to reduce the Speed penalty he will suffer a little. Sloth reduces Speed by 6(2), and so Herald will lose 4 Speed this Cycle from Sloth.

Speed reduced by 6(2) with 1 Pass is = Speed reduced by 4
6 - 2 = 4 

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.

  • 3 Passes = Success

  • 2 Passes - 2 Fails = Failure; base effect amounts in parentheses will be increased or reduced

  • 3 or more Fails = Failure; a more severe effect may be suffered

It takes three Passes to fully Resist in a Resist Check. Fewer than 3 Passes or some Fails can decrease or increase variable effects listed with a value in parentheses. Many Resistible Songs and Spiritual Effects have a stronger effect that is triggered if the Resist Check has 3 or more Fails. 

In the roll to Resist Impedance earlier, Herald rolled two 11s, a 9, a 7, two 5s, and a 1. The Minstrel then makes their 2 Adjustments, putting the 9 down to an 8 and moves one 11 to a 10. Changing the 11 to a 10 doesn't make a difference in the final result, but there were no other options available that would have had an impact on the final result. The Resist Check was failed, but Herald's 1 Pass will reduce the penalty from -6 Speed down to -4 Speed because the value in parentheses is 2.

after Adjustments, the 11 and 10 produce 2 Passes
one of those Passes is canceled by the Fail from the 1
the 8, 7, and two 5s are Neutral and have no effect
11 10 8 7 5 5 1 = 1 Pass