🎯 Challenges
If a Character wants to do something they might fail at, the Storyteller may start a Challenge.
This can happen by the Player’s choice, or initiated by the Storyteller if one outcome is clearly preferable, like noticing something.
The Storyteller and any Players involved must understand what the Character(s) are trying to do.
The Challenge succeeds if the Success Rating is equal-to or greater-than the Difficulty.
The Storyteller determines the Difficulty.
Sometimes there is a fixed Difficulty rating to compare to, sometimes it's more approximate.
The Storyteller can choose to inform the Player(s) of the Difficulty.
Unless the Breakthrough effect has been applied, always limit the Success Rating to 10.
Skill
Choose a 🧰Skill which applies to this Challenge.
The Storyteller must agree that it applies.
Use the 🧰Skill’s Rating as your Success Rating in this Challenge.
Use 0 if no 🧰Skill matches.
Weak Matching
If the 🧰Skill matches too weakly, the Storyteller may reduce its effective Rating in this Challenge.
This reduction is usually -1, -2, or -3.
Required Specialisation
If a 🧰Skill name is too broad, and more specialised knowledge is required, the Storyteller may choose to require one additional 🧰Skill which strictly matches the Challenge's requirements.
The additional 🧰Skill must be rated 3 or more.
Use the highest rating of the two 🧰Skills as the Success Rating in this Challenge.
For example, a Character may have 'Biology' as a 🧰Skill, but the Storyteller may determine that's not specific enough to cover something like performing neurosurgery. In this case, as long as the Character has 'Neurosurgery' at level 3 or above, they may use the highest-levelled 🧰Skill out of 'Biology' and 'Neurosurgery' for the Challenge.
Boost (Optional)
The Player can choose to try their luck, which can improve the Challenge’s outcome.
Roll any number of 6-sided dice (“1d6”). Each roll costs 1 🌠Willpower.
You can use any applicable random number generator, as long as the Storyteller can see the result.
Rolls cost 2 🌠Willpower if the Character is Impaired.
Choose one of the dice roll results, and apply the effect matching your result: If you choose to roll, you must use one of the roll results.
Result | Effect |
---|---|
1 | Blunder. |
2 | -1 Success Rating. |
3 | No effect. |
4 | +1 Success Rating. |
5 | +2 Success Rating. |
6 | +3 Success Rating. Flourish. |
Blunder
If your Luck is 1, you Blunder, and fail the Challenge.
Roll another 1d6 to determine how badly you blundered. This is a Blunder Roll.
Result | Effect |
---|---|
1 | Roll another Blunder roll. Each Blunder Roll increases the severity of failure. |
2-5 | Failure with a side effect. The side-effect is worse for lower results. |
6 | Simple Failure (no side effect). |
Flourish
If your Luck is 6, a minor narrative benefit can be applied, if convenient.