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How to Roll for Checks.

Posted by AmaterasuFor group 0
Amaterasu
GM, 30 posts
Sat 20 Mar 2021
at 18:21
  • msg #1

How to Roll for Checks

When you roll for checks, roll a number of D6 equal to your rings and a number of d12 equal to your skill level. For example-- if you have a Ring of 2 and a Skill of 1, then type "2d6, 1d12" into the "manual" section of the die roller and then make sure "Record Each Die" and "Unique Die" are selected.

You may choose to spend a void point to boost your ring for the check allowing you to roll one additional ring die and keep 1 additional die.

If your advantage applies to this roll, then you may choose and reroll up to 2 die.

If your disadvantage applies, choose two die with successes and reroll them. If you fail the roll, you gain a void point.

Once you have made your roll, you only "keep" a number of die equal to your ring and ignore the rest.

Here is what each number means.

NumberRing DieSkill Die
1BlankBlank
2Opportunity, StrifeBlank
3OpportunityOpportunity
4Success, StrifeOpportunity
5SuccessOpportunity
6Explosive Success, StrifeSuccess, Strife
7-Success, Strife
8-Success
9-Success
10-Success, Opportunity
11-Explosive Success, Strife
12-Explosive Success



Here is what each result means:

Strife: You accumulate strife over time. After each scene you will recover 1 strife, but otherwise it adds up over time. Remember question 15-- what does your character do when overwhelmed? Well, when Strife reaches above your composure, that is when your character exhibits this behavior. If there is an additional check during that scene, then you make that check as if you make that check as if you had disadvantage but with no void point benefit simply due to the character not being able to concentrate. If the check is failed then all strife is removed from the character. It is also removed at the end of that scene regardless of whether there was such a check.

Opportunity: Opportunity allows you do something beyond simply success or failure. I will make a chart with different effects you can get from having opportunity on a roll.

Success: This is generally the result you want to get. To pass any given check you are going to want a number of successes and this adds 1 to the number you get.

Explosive Success: Not only do you get a success, but you get to roll and keep an additional die! This can allow someone who is attempting something typically beyond their skills to have a miracle stroke of luck and pull it off. Go ahead and keep it and roll an additional die! Just be aware-- it usually comes with strife.


When to use each ring
The rings can also seem a little unclear. Here is how I have decided to handle this...

When I call for a check, I might give a certain ring an 1 success advantage if it seems naturally suited to it (Creative writing = Fire, History Test = Earth, Poetry = Air) however I am willing to accept that maybe the character approaches the situation in a way different from what seems to be the "obvious" approach and another ring can suffice.

So always you are going to want to use your Ring of 3 and not your Ring of 1, right? Well... it is up to you to be honest with yourself. Think about the way your character is approaching this challenge, how you would describe this narratively. Here are some adjectives and verbs associated with each ring.

Air - Grace, cunning, precision, subtlety, sympathetic, refine, analyze, feint, con, artistic

Earth - Resilience, patience, memory, calm, cautious, thorough, defensive, restore, recall, reason, withstand, productive, organized

Fire - Passion, invention, candor, ferocity, creative, fearsome, noticeable, insightful, conspicuous, invent, theorize, incite, overwhelm, innovate

Water - Flexibility, awareness, efficiency, charm, gregarious, aware, adapt, survey, charm, shift, exchange, strong, driven

Void - Mysticism, intuition, instinctive, wise, sagely, inscrutable, supernatural, premonition, attune, sense, enlighten, sacrifice, subsist


It really is up to you to be honest about how your character would approach situations and not simply rely on any single ring as a crutch for every check.

As a final note-- please roll your dice and then write your post or write your post halfway, roll the dice, then post how this is represented. Don't rely on the "write I am going to do something and then roll the dice and let the dice speak for the result". Please describe the results narratively and use appropriate adjectives and verbs to describe how the challenge was approached and how it turned out and why (depending on success or failure) it likely turned out that way.
This message was last edited by the GM at 17:43, Wed 24 Mar 2021.
Amaterasu
GM, 32 posts
Wed 24 Mar 2021
at 18:38
  • msg #2

How to Use Opportunity

Using Opportunity is dependent on which ring you rolled.

Any Ring
1: If you failed, determine the easiest way to accomplish the task you were attempting. (You get a free success if you attempt the task again with a different ring or skill)
1+: Remove 1 strife you gained from this check per opportunity spent this way.
2: Provide assistance (1 additional skill die if you have a rank in the skill they are using or 1 additional ring die) to the next character to attempt a check to accomplish something similar.


Air
1: Learn the demeanor of an NPC in the scene or current strife of a PC.
1: If the skill check involves interacting with a person or an item, you can learn a random trait about them (advantage, disadvantage, passion, anxiety, etc.)
1: Discern the general social status, reputation or fame level of a person you are interacting with
1+: Act subtly so that a number of characters in the scene equal to opportunity spent do not notice you attempted an action.
2: Discern a random detail about a character in the scene besides the one that you are directly interacting with using your skill check.
2: Increase the TN of the next skill check that targets you by 1.


Earth
1: Reassure the character you are interacting with by your presence, allowing them to remove 1 strife or fatigue.
1: Recall a place where you can research or study the topic you were attempting to recall.
1: Increase the TN of the next Social check another character makes before the end of the scene by 1.
1+: Lower the difficulty of the task for the next person attempting it by 1 for each opportunity spent this way.
2: Recall information that might be useful later in the scene.
2: Ignore your disadvantages for the next turn.


Fire
1: Anger another character causing them to take 2 strife.
1: Reduce the TN of the next Social check another character makes by the end of the scene by 1.
1: Gain 1 free success on your next check by the end of the scene.
1+: Perform the task in a flashy way, drawing the attention of a number of people equal to the amount of opportunity spent. This increases the TN of those characters noticing any other character's actions by 1.
2: Notice something in the vicinity that might be useful information later in the scene.
2: The next person who targets you with a hostile action by the end of the scene immediately gains 2 stress.

Water
1: Remove 1 strife or 1 fatigue from yourself.
1: Gain a free success on the next skill check you make by the end of the scene.
1: Spot a unique or identifying quality, aspect or ability of someone or something you are interacting with during the check.
1+: Reduce the time needed to accomplish the task by half. Each additional opportunity cuts it by a further half.
2: Spot an interesting physical detail in the present environment that might be useful later in the scene.
2: Improve the attitude of someone in the scene who you are either interacting with during your skill check or observing you do the task, giving you a free success in all social checks with that person until the end of the scene.

Void
1: Choose a ring other than void and gain a free success next time you roll a check using that ring.
1: Notice anything spiritual or supernatural about the location you are making the check in.
1: Realize the motivations of another character in the scene.
1+: Give a number of characters in the scene assistance (1 additional skill die if you have rank in the skill or 1 additional ring die if not) to accomplish the same task you are attempting.
2: Gain a temporary void point that must be used on your next skill check.
2: Ignore the effects of any one condition you are suffering from until the end of your turn.
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