Aspect Checks are the primary way most challenges are resolved. Whether you're trying to sneak past a guard, decipher magical writing, hit an enemy, or climb a cliff, you’ll roll a number of d4s based on your character’s Aspect value.
Taking Actions during conflict (i.e. when in Initiative) is described elsewhere. This section is all about making Aspect Checks outside of the Action Economy, so you typically don't involve Action Load in the calculations.
To make an Aspect Check:
✅ If your total meets or beats the DC, you succeed.
If your Aspect Value ≤ 0, you cannot initiate a check using that Aspect.
However, if the GM calls for a roll, you always roll at least 1d4, even if your Aspect is 0 or negative.
📘 Example: Your Insight is 0, so you can’t initiate an investigation. But if the GM asks you to roll Insight, you still roll 1d4.
A higher roll can yield stronger results:
Failure might still reveal partial info or create a new complication. Make success and failure narratively meaningful.
Multiple characters may attempt a task together. Each rolls separately. The GM may:
Which method to determine outcome is up to the GM and how they interpret the situation.
Some Team Actions allow allies to spend dice on another player’s turn for stronger, more direct assistance.
Task | DC |
---|---|
Easy (e.g., short jump) | 4 |
Moderate (e.g., pick a lock) | 8 |
Hard (e.g., decipher a script) | 12 |
Very Hard (e.g., wet cliff face) | 16 |
Nearly Impossible (e.g., lost lore) | 20 |