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Aspect Checks
Aspect Checks are the primary way non-combat actions are resolved. Whether you're trying to sneak past a guard, decipher a magical inscription, or climb a slippery cliff, you'll roll a number of d4s based on your character’s relevant Aspect.
===== Performing a Check ===== To perform an Aspect Check:
- Tell the GM what you want to do and how
- You or the GM will identify the Aspect being used (such as STR+DEX for climbing or INT+WIS for investigation). Negotiation is sometimes helpful, but the GM always gets the final say.
- Roll a number of d4s equal to that Aspect’s value.
- Add up the total.
The GM will provide a Challenge Rating (CR). If your total equals or exceeds the CR, you succeed.
===== Minimum Dice ===== If your Aspect value is 0 or lower, you cannot initiate a check using that Aspect. However, if the GM calls for a roll using that Aspect, you always roll at least 1d4.
===== Spending Action Load ===== Aspect Checks performed on your turn follow the same rules as combat actions—you must subtract your Action Load from the Aspect value before rolling. These actions always cost one point, so you add 1 to your Action Load for every such action you take.
Checks that occur outside of your turn (such as saving throws, passive reactions, or environment-triggered challenges) typically ignore Action Load unless the GM rules otherwise.
===== Degrees of Success or Failure ===== A high roll might result in a greater success, such as climbing faster or discovering extra information. A low roll might fail entirely—or succeed at a cost.
GM discretion is key here, and results should be narratively satisfying and context-aware.
===== Optional Rule: Teamwork ===== Two or more characters may attempt to combine their efforts on a task. Each character rolls independently, and the GM may use:
- The highest roll
- The total of all rolls
- A scaling bonus (e.g. +2 per helper)
Alternatively, some Team Action abilities may allow players to spend d4s on another’s turn to assist directly.
===== Example CRs ===== ^ Task ^ CR ^ | Easy (e.g. short jump) | 4 | | Moderate (e.g. pick a lock) | 8 | | Hard (e.g. decipher ancient script) | 12 | | Very Hard (e.g. scale a wet cliff) | 16 | | Nearly Impossible (e.g. recall obscure lost lore) | 20 |