Performing Actions
To perform an action, you simply roll and add two regular six-sided dice (2d6). To this result, add your character’s most appropriate attribute. If you are fighting, you then also add the combat ability for the type of attack being made. If you are not fighting, you then add any appropriate career rank.
Although a player can attempt to persuade the GM that a certain career will aid a task attempt, the GM is the final arbiter. For example, a Hero with a rank in assassin is likely to know something about poisons, so the GM might well allow you to add your rank to your Task Roll (based on your character’s mind rating) to recognize a poison in a drink. However, being an assassin would not help you to track a deodarg through the Jungles of Qush – you need to be a hunter to do that.
The Effects Of Boons and Flaws
You might have a boon or a flaw that enables you to roll three dice instead of two dice. But you still take the result of only two of those dice. If it is a boon that allows you to roll an extra die (a bonus die), you drop the lowest die. If it is a flaw (where you roll a penalty die), then you drop the highest die.
Modifiers
The GM will then tell you if there is a modifier to your total. For easier tasks, you may get to add to your total. For tougher tasks, you may have to deduct from your total. If the final number is 9 or higher, you succeed at what you are trying to do. If the final number is lower than 9, you do not succeed.
Automatic Success
Rolling a 12 on any Task Roll is an automatic success. This means there is always a chance that you might be able to achieve the seemingly impossible.
Mighty Success: If rolling a 12 would have been a success in any event, you have instead achieved a Mighty Success. In combat, the results of a Mighty Success are described later. However, out of combat, how you (or the GM, if you prefer) narrate this success depends on the task being performed – but whatever it is, you do it brilliantly!
Legendary Success: If you roll a 12 and spend a Hero Point, you can convert your Mighty Success into a Legendary Success. In combat, the results of a Legendary Success are described later. However, out of combat, how you (or the GM, if you prefer) narrate this success depends on the task being performed – but whatever it is, you do it brilliantly, and receive a bonus result, extra information, or some other added advantage that you weren’t expecting.
Automatic Failure
Rolling a 2 (both dice coming up with a 1) on any Task Roll is an Automatic Failure. This means there is always a possibility that even the best characters will have a momentary lapse, or that some chance snatched away their success.
Calamitous Failure: If you roll a 2, you can choose to convert this Automatic Failure into a Calamitous Failure. A Calamitous Failure is described by the player but must put the Hero into a disadvantageous situation at least for the current and next round (if in combat), or for the immediate future in a scene that doesn’t involve combat. In doing this, the player may be awarded a bonus Hero Point for use later during the adventure (which means you can exceed the usual limit of 5 Hero Points). The GM is the final arbiter on whether to award the bonus Hero Point or not.
Task Modifiers
The table above sets out the difficulty of a task, the equivalent range for missile fire and the modifier that should be applied to tasks of that difficulty. There may be further modifiers applied based on other circumstances.
- Task Roll example #1:
Krongar the Mighty, a Northern Barbarian with strength 3, is attempting to break down a door, which he is sure blocks his way to a vast hoard of treasure. The GM decides that Krongar has no careers that would be helpful to the task in hand and has already predetermined that the solid door will be a difficulty of Hard, or –1.
The player rolls 10 on 2d6, adds 3 for Krongar’s strength, making 13. He then subtracts 1 for the Hard difficulty, meaning that the overall total is 12, which is more than enough than the 9 needed. The door bursts open.
Task Roll example #2:
Assuming our Hero gets through the door, rather than finding hidden wealth, he finds a great pit. Having smashed through the door, he finds he is hurtling towards the gaping hole. Attempting to leap the pit is an agility Task Roll, and Krongar has a 1 in this attribute. Luckily the GM is in a good mood and decides that his natural barbarian instincts will come into play and allows the player to add Krongar’s barbarian career rank of 2 to the dice roll.
The dice come up 6 and with the +3 gives a total of 9. With a Moderate task difficulty (modifier 0), Krongar is across the pit and heading for even greater adventure.
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!