Checks
Some actions require stat or skill checks.
- Roll 3d6 plus the modifier
- You succeed if you hit the difficulty class of the action or higher
The roll can be modified.
- If there’s something that helps the roll, you gain Favor and add 1d6 dice to the roll
- If there’s something that interferes, you gain Disfavor and remove 1d6 dice from the roll
Favor and Disfavor cancel each other out.
Crits
While doing a check, if you get three or more 6’s on your dice, it is a Critical Success. In that case, the rolled value is doubled before modifiers. Also something good may happen.
If you roll 1 on all of your dice, it is a Critical Failure. In that case, the score becomes 0 with no modifiers added. Also something bad may happen.
Assist
If someone is helping you or is against your action, they may use some amount of Reaction Points to aid or contest your check.
When getting an assist, you gain a bonus to your stat check depending on nature of the action. More info can be found in the respective articles for certain actions, but if nothing is specified, then generally:
- For physical actions the assisting creature makes the same check and their value is added to yours
- For non-physical actions you get a Favor and add the assisting creature’s modifier to your roll (only if it’s positive)
Oppose
When someone opposes your action, your check value will be compared to that creature’s check. The highest value wins. If the values are equal, the tie will be decided by this list of cases, “Keep Talking” style:
- If it’s a PC against an NPC, the PC wins
- Otherwise the defender wins
- Otherwise the one with better modifier wins
- Otherwise higher level wins
- Otherwise it’s a coin toss lol