Results

After the parameters for the roll have been established and modifiers have been determined the characters involved in the challenge perform their challenge roll plus their relevant bonuses adding it to the cumulative result if there are multiple Challengers and arriving at the total value, or rating, of the roll. The group that has the highest rating is the winner of the challenge.

Often in Challenges, you’ll do more than just produce a desired outcome. If you’ve done yourself the favor in stacking the odds you may score well enough to achieve additional effects on top of the outcome you seek. For example; in combat challenges you may be able to ignore a target’s armor rating or inflict the maximum damage your strike allows. In social challenges you may be able to improve relationships with a target or have any previous transgressions forgotten.

When additional outcomes are the result of a Challenge Roll, the player that initiates the Challenge, the Challenger, selects what additional outcomes come into play. If the GM wins a Challenge Roll, they too have the potential to impose additional outcomes upon the player that could bring about less than favorable results.

Results Table

●     0-2 = Standard Success

○     The player achieves their desired result

●     3-5 = Effective Success

○     The player achieves their desired result

○     The player may impose an effect against the target character

●     6 or more = Critical Success

○     The player achieves their desired result

○     The player may impose two effects against the target

Standard Success

A Standard Success is achieved when the initiating side of a Challenge meets or exceeds the opposing rating by a net score between zero and two. In a Standard Success the challenger achieves their desired result of the challenge. Standard Successes confer no additional benefit to any parties included in the challenge outside of achieving their desired result.

When a character scores a Standard Success in issuing an attack that character inflicts one point of damage against their target.

Effective Success

An Effective Success is achieved when the initiating side of a Challenge exceeds the opposing rating by a net score between three and five. In an Effective Success the challengers achieve their desired result of the challenge. A character may impart an Effect in this way when they are the Challenger of a Challenge roll when they become the winner of the Challenge.

When an Effective Success is scored the challenger may confer one additional result, called an Effect, upon one target involved in the Challenge. With an Effective Success only a single Effect may be chosen regardless of how many characters are the target in the Challenge Roll.

Critical Success

A Critical Success is achieved when the initiating side of a Challenge exceeds the opposing rating by a net score of six or higher. In a Critical Success the challengers achieve their desired result of the challenge. A Critical Success is a triumph over your opposing Character(s)and presents severe consequences for the target(s) of the Challenge. In a Critical Success the winner of the Challenge may choose to inflict any combination of two Effects available to them to any target involved in the Challenge Roll. The Effects chosen are applied to the target at the end of the Turn once Challenge results have been determined.

Effects List

Below are a list of general Effects that any character, including NPCs, may perform both in and out of combat. Outside of these Effects characters may choose to take skills at Level Advancement that may allow them additional Effect options that have specific conditions and rules. These Effects may be found in the Abilities list. Spells may have their own set of Effects that may be chosen and may be found in the Spells list. Only a single Effect may be chosen and applies at the end of the Turn once Challenge results have been determined.

Bolster

You gain a deeper sense into the conflict at hand and prepare to defend yourself against it. Before your next turn, when you are the target of a Challenge, you may roll a T1 die and add the result to your Challenge Roll Result.

Expose

You find a weakness in your target and position yourself or others to exploit it. The next Challenge Roll performed against this target may roll a T1 die and add the result to their Challenge Roll Result.

Pummel

Your strike connects with the target’s soft spot. You may add an additional one (+1) point of Health DMG to the target of your melee attack.

Trauma

Your attack leaves a psychological scar upon the target. You may add an additional one (+1) point of Stress DMG to the target o fyour ranged attack.