Skill Checks

Skill Checks are the most common form of Check in Freedom Fantasies..

They are used to determine whether you succeed in a course of action you are attempting to accomplish, and how well that course of action goes.

Below recaps many of the Rules covered in the Introduction, but also introduces new ones.

New Rules include Stating DCs and Secret DCs (covered in Difficulty Class), Degrees of Success, Group Skill Checks, Clocks and Movement Checks.

An example set of Skill Checks are also demonstrated with the Weak Bridge Example.

Difficulty Class

The Difficulty Class of a Skill Check is a measure of how challenging a course of action is.

If the Result of a Skill Check meets or exceeds the Difficulty Class, you Succeed in what your were attempting to do. If it is less than the Difficulty Class, you Fail in what you were attempting to do.

Setting the DC

For the vast majority of Skill Checks, the GM determines what is the appropriate DC based upon how challenging they believe the course of action is.

The below table is a general guide to both Players and GMs on how the DC should be set.

Appropriate DC for a given Challenge

There is no DC for a truly impossible course of action. If a course of action is impossible, the GM should not ask for a Skill Check.

State the DC

In all cases the GM should state the DC of the Skill Check the Player is attempting to meet or exceed.

The GM may also at their discretion tell Players before the Skill Check what the Outcome will be should they Succeed or Fail at the Check before they attempt the course of action, if it is reasonable that the Character would understand what the likely outcomes will be.

Dramatic Irony

In some cases, a Skill Check may be made to reveal secret information to the Players.

Even in these cases, the GM should still reveal the DC of the Check. On a Failed Check, the Player may realize that they have missed a piece of Secret Information, however the Character will not realize this. This is described as Dramatic Irony, and represents those instances in a Story where an audience may be aware of information which the Character is not.

This may conflict with how other Roleplaying Games treat the keeping of Secrets (e.g. GMs may have secret rolls or roll behind a “Screen”). However, because this Game is a Storytelling Game, Dramatic Irony is considered consistent with the Game’s goals.

Result

When making a Skill Check, a Player may add one of the following Ability Bonuses to determine the Result of the Check: Might, Dexterity, Focus or Charisma.

When the Check is called for, the GM will specify one or more Ability Bonuses which a Player may use for that Check (they may only choose to add one Ability Bonus if multiple options are offered).

Additionally, a Player may also add their Skill Bonus if they are “Skilled” in a Skill or a Tool which they were able to use as part of the Check.

A GM may specify what Tools and Skill may be used as part of a Skill, however a Player may request whether they may use a particular Skill.

  • There are 8 Skills Characters may be Skilled in: Athletics, Creativity, Lore, Medicine, Social, Survival, Trickery and Technology.
  • Some Fantasies may include additional Skills, or cause some Skills to become unavailable.
  • There are many Tools available in the Game, and their availability may also vary by Fantasy.

If a Character is Skilled in both in a relevant Skill and a Tool which they are able to use as part of the Check, they may roll the Check with Advantage.

When a GM calls for a Skill Check, they may phase it as “Make a [Ability] with [Skill] Check”.

Performance

Performance

The Performance of a Skill Check determines how well or poorly the course of action attempted goes.

When a Character has a Strong Performance on a Skill Check, the GM will grant them a Benefit. A Weak Performance meanwhile may cause a Detriment.

Example Benefits include:

  • The controlling Player gains one Momentum Point (see the Momentum and Tension Page for more information).
  • The task is accomplished more quickly than expected
  • Future Checks relating to that task being easier to accomplish
  • Or, in the case of a Failure, the Character having the ability to attempt the action again (albeit with a higher DC).
  • The GM may at their discretion devise other Benefits appropriate to the situation.

Example Detriments include:

  • The GM gains one Tension Point (see the Momentum and Tension Page for more information.
  • The Character gains one Stress Point (see the Stress Page for more information)
  • The task is accomplished more slowly than expected.
  • Future checks relating to that task become more difficult if not impossible.
  • Some small (but non-lethal) amount of harm is inflicted upon the Character.
  • The Character only partially Succeeds in what they were attempting to accomplish.
  • The GM may at their discretion devise other Detriments appropriate to the situation.

On a Critical Success the Character Automatically Succeeds in what they were attempting to do (provided what they were attempting to do was not impossible). The Success if also considered to be a Strong Performance.

The Weak Bridge Example

A group of five Characters are attempting to cross a partially damaged bridge. The GM may request each Player make a “Dexterity with Athletics Check“, and say the DC to make the crossing safely without falling is a 10. While the fall may not be life threatening, the consequence may be the Character takes 1d4 (a roll of a single d4 dice) in Stress.

The first Character attempting to cross the bridge passes the Skill Check, and rolled a 17 on the d20 meaning they had a “Strong” Result. In response to this the GM might say in addition to crossing safely, the Character has identified the safest route across for their allies, giving their allies Advantage on their Skill Checks to follow them across.

The second Player crossing the bridge passes the Skill Check, rolling a 1 and a 13 on their two d20s. As they have Advantage they use the result of 13, achieving a “Normal” Result and the GM does not declare any additional benefit or detriment.

The third Player crossing the bridge passes the Skill Check, but rolled a 5 and a 9 on their two d20s (assuming their Ability and Skill Bonuses allowed them to achieve over a DC 10). This is a “Weak” Result, and so while they have crossed the bridge the GM might say the bridge has become more damaged with this Character’s crossing. Players following no longer have Advantage on their Checks to cross the bridge.

The fourth Player crossing the bridge rolls a 5 on their d20 and the Result is less than 10. They Fail the Skill Check and the Result was “Weak“. The Player’s Character falls into the river below and takes 1d4 of Stress as a consequence of their efforts to scramble out of the water (see Stress for more). Additionally, the GM might say the bridge becomes even more damaged, increasing the DC to cross safely to a 20.

The fifth Player crossing the bridge rolls a 16 on their d20, but they do not have sufficient Bonuses to their Skill Check to meet or beat the higher DC of the Check. This means they had a “Strong” Fail, and the GM might say that as they are falling the bridge also breaks, allowing them to grab the ropes of the bridge to slow their fall. The GM may rule that instead that Character only takes 1 point of Stress (the minimum possible on a d4 roll) due to their good fortune.

What begun as a simple bridge crossing has due to the Benefits and Detriments caused by the Performance of the Skill Checks led to a dynamic scene of rising and falling tensions.

Degrees of Success

In some cases the Result of a Skill Check is not a binary “Success” or “Fail”, but instead the outcomes may be progressively better depending on the Result (i.e. Degrees of Success)

The most common case for this is when a Character makes a Skill Check using Focus to acquire information about the world around them.

On a Result of 5 or higher the Character may recognize whether the creature is an a wild animal or some form of monster.

On a 10 or higher they may be able to recall whether this creature poses a significant danger to them.

On a 15 or higher and they may also recall the name of the creature and any special abilities they should be aware of.

On a 20 or higher and they may also have some additional understanding of this specific creature, such that it is a female of it’s kind and is likely to have offspring it is currently hunting for.

In cases where Degrees of Success are relevant the GM may disregard the Performance of the Check and consider only the Result of the Check. The Benefits and Detriments to the Check are already effectively taken into account by the varying levels of Success.

Using Alternative Skills or Abilities

Often more than one Ability Bonus or Skill could be relevant to a given course of action.

If the same Player Character had a Might Bonus of +1 but a Dexterity Bonus of +3, then they would likely opt to make the Check using their Dexterity Bonus, relying more on this Ability when climbing a tree.

For some Checks it may be possible to utilize more than one Skill for the Check.

The ability to use more than one Ability or Skill to attempt a course of action provides Players the option to approach a task in a manner true to how their Character is likely to approach it. It also provides more opportunities for Characters of varying capabilities to contribute to a given task.

In cases where a GM offers multiple choices for how a Player may use their Skills and Abilities to approach a problem, they may feel that the usefulness of those Skills or Abilities may not be equal.

In such cases, while offering multiple options they may tie the alternative options to a higher DC.

Players Requesting an Alternative Skill or Ability Bonus

In the examples presented above, the GM declares whether more than one Ability or Skill may be applied to a certain course of action, however a Player may also request a change in Ability or Skill.

In the tree climbing example presented earlier, the GM may have only called for a Might with Athletics Skill Check. The Player whose Character has a higher Dexterity Bonus than Might Bonus may ask if they could use their Dexterity instead of Might . At the GM’s discretion, they may allow the Player to use their Dexterity Bonus instead, however they may feel that Dexterity would not be helpful in this particular case (e.g. perhaps this particular climb requires more of their Might due to the lack of hand holds available to them), and will state the DC for using Dexterity will be higher (perhaps a DC12 instead of a DC10).

Similarly in the Disguise making example the Player may be the one to suggest using a different Skill in making the Disguise, and the GM will arbitrate whether they feel the use of a different Skill is permissible. And likewise they may accept this change, but with the added stipulation that using Trickery will increase the DC to a 17.

GMs should be open to the idea of allowing Characters to use different Skills or Abilities for Skill Checks, however they are the ultimate arbitrator of deciding what is required of a particular course of action (the GM has agency over how the world works). Discussions regarding what Skills or Abilities are used are brief conversations between the Players and the GM, not heated debates where the Players attempt to convince the GM to change their mind.

Group Skill Checks

In some cases more than one Player in a Group may wish to contribute to a single course of action.

This might be a Character hoping to support another in attempting to convince a guard to allow them to pass. It might be a larger group working together to move a heavy Object, or it may be represented a group keeping watch for danger.

First, the GM will decide how many Characters may contribute to the Check. Perhaps a heavy Object may only be easily held by up to 3 Characters, or during a conversation a Character may only pay attention to two Characters at a time.

Then the GM will ask each Player to make a Check against the DC of the action being carried out.

Generally all the Characters will be asked to make the same Check, although a GM may at their discretion allow Characters to perform other Checks if those courses of action would support the same outcome.

A Weak, Normal or Strong Performance of each Characters Check has no effect on the effect of a Group Skill Check, however a Critical Success will be treated as equivalent to two Players Succeeding on the Check (irrespective of how many Players are helping!).

When the number of Successes and Failures are determined, the GM will determine whether the Check was Successful and also the Check’s Performance.

Determining Success and Failure for Group Checks

If Momentum is granted due to the Performance of a Group Check, it should be awarded to the Player with the Highest Result.

Opposed Skill Checks

When making a Skill Check to affect another Character, the two Character’s involved should each make a Skill Check.

The Character initiating the Check is Successful if their Result meets or exceeds the Target’s Result.

The Performance of the Target’s Skill Check may be ignored: the Performance of the Character initiating the Check however will affect the outcomes of the Skill Check as normal.

If a Skill Check causes an ongoing effect or Condition, then the Character may end it either with a Successful Defense Check (Body Defense for Physical Effects, Mind for Mental Effects) or an appropriate Skill Check. The DC for this Check is determined by an appropriate Ability DC belonging to the Target, using the following formula:

Clocks

Clocks represent how certain tasks may only be achieved with persistent effort. This might represent Characters persistently searching for something, making progress on a journey somewhere, or working to fix or repair a complex machine.

A Clock can be represented in many ways, but we recommend it take the form of a circle divided into multiple segments.

The number of segments within the Clock determines how much effort is required to Succeed in the Task. For less complex Tasks, a 4 segment Clock is sufficient, with especially complex Tasks requiring as many as 12 Segments.

To Succeed in the Task, Players may make Skill Checks to complete segments of the Clock, with the DC of the Clock being set as per the usual rules.

On a Success, 1 Segment of the Clock will be filled.

On a Failure, no Segments of the Clock are filled.

On a Strong Success, two Segments of the Clock will be filled.

On a Critical Success three Segments of the Clock will be filled.

A Weak Performance is adjudicated as per the normal rules (e.g. granting Player Characters Detriments or Stress, or granting the GM tension).

In addition to their use in Skill Checks, Clocks may also be used to denote progress of other activities in the game.

Opposed Clocks

In some cases the efforts of the Players are opposed by the efforts of other Characters, or effects otherwise present in the world.

In this case the GM will also have one or more Clocks. These Clocks represent the progress of opposing Characters to a different outcome from that hoped for by the Player Characters, and are progressed in the same manner as that of the Players.

If the GM succeeds in completing these Clocks before the Players, then the goals or outcome of that Clock occur instead of those of the Players.

The most prominent example of this is covered by the Chase Rules.

Movement Checks

There is a special form of Skill Check known as a Movement Check. They are made in cases where a Character’s ability to move quickly is handled using a dice roll instead of using map based movement.

Unlike all other forms of Check, a Movement Check uses a Character’s Speed Bonus instead of their other Abilities.

Like other Skill Checks, a Character may also add their Skill Bonus to the Result of the Check if they have a relevant Skill.

During a Chase Conflict, Characters will be able to make Movement Checks on their Turn using the Move Action.

Movement Benefits and Penalties

If a Character is wearing a Shield or Set of Armor with the Restrictive property, they have Disadvantage on Movement Checks to Swim, Climb or Fly.

If a Character makes a Movement Check to Climb or Swim, and they have a a Climbing or Swimming Speed they will have Advantage on their Movement Check.

If a Character’s cannot use the Move Action due to the Immobile Condition, they cannot make any Movement Checks.

Vehicles and Mounts

In cases where a Character’s Movement is determined by a Vehicle or a Mount, they would use the Vehicle or Mount’s Speed Bonus instead of their own Speed Bonus. However they may add their own Skill Bonus, or potentially that of their Mount or Vehicle if applicable, to the Result of the Check if they may apply a Skill they have to the Check.

A Character may only add one instance of a Skill Bonus to a Check. If they are applying multiple Skills to a Movement Check (e.g. the Rider and Mount may both apply their Skills to the Check), only add one Skill Bonus to the Result of the Check, and make the Movement Check with Advantage.

The Skill Action can be used to perform a wide range of possible actions which utilize your innate talents.

The scope of what a Skill Action can be used for is very broad, however specific examples of what each Skill might be used to accomplish are presented below.

These examples are intended to give GMs and Players guidance for what might reasonably be accomplished with Skill Checks.

These examples are not comprehensive, and the GM can make changes to these suggested Skill Checks where they feel it is appropriate.

However, for the purposes of the Game’s balance, Groups should not deviate from how the Medicine Skill Checks for reducing Damage are presented.

If a Skill Check requires you interact in direct opposition with another Character: make an Opposed Skill Check.

Otherwise the DC is determined by the GM, or by an appropriate DC (e.g. a Skill Check used to end a Condition caused by a Spell might use the Spell’s DC).

Refer to the Skill Checks Page for further advice.

Athletics

Four examples of how the Athletics Skill might be used in a Conflict are provided: Grapple, Disarm, Shove and Tumble.

Grapple

You attempt to Grapple an Adjacent Character to prevent them from moving.

If the Target is Unwilling to be Grappled, make an Opposed Skill Check against the Target. Make a Might with Athletics Check. The Target can choose to make a Might or Dexterity with Athletics Check to Attempt to prevent the Grapple.

On a Success, the Target is Grappled by you. A Grappled Character is also Immobile(see the Conditions Page for more).

Your Check has Disadvantage against Characters larger than you.

Your Check Automatically Fails against Targets who are two or more Size Categories larger than you.

Additionally, you must have a Free Hand with which to Grapple the Target.

A Grappled Character can use the Skill Action to make an Opposed Skill Check against you to attempt to end the Grapple. They must make a Might or Dexterity with Athletics Check, against your Might with Athletics Check to end the effect.

The Grapple also ends if you or the Grappled Target are Moved by external forces into Spaces which are no longer Adjacent.

You can Move a Character you have Grappled. When you do so, you must expend Movement for each Space the Grappled Target is Moved, in addition to any Movement you Spend for you own Movement.

If more than one Character Successfully Grapples the same Character, the Target is both Grappled and Restrained. See the Conditions Page for more.

Disarm

You attempt to take a Weapon, Spell Focus or other Object in the possession of another Character..

First, you must attempt to Grapple the Object. You must have a Free Hand with which to do so.

Make an Opposed Skill Check against the Target. You must make a Might with Athletics Check with Disadvantage, and the Target can make a Might or Dexterity with Athletics Check. The Disadvantage is caused by you attempting to Grapple a specific part of the Target.

On a Successful Skill Check, the Object is Grappled by both you and the Target (provided the Target has a Free Hand with which to do so).

You will have Disadvantage on this Check against Targets who are one or more Size Categories larger than you, and will Automatically Fail against Targets who are two or more Size Categories larger than you.

While you are both Grappling the Object, it cannot be used by either Character.

To end the other Character’s Grapple, a Character can use the Skill Action to make an make an Opposed Skill Check, making a Might or Dexterity with Athletics Check against the Target’s Might with Athletics Check.

To Disarm a Character by knocking the Object out of their hands, you should use the Attack Action with a Technique such as the Targeted Attack Technique.

Shove

You attempt to Shove an Adjacent Character to either cause them to be Knocked Prone or be Pushed into an Adjacent Space.

If the Target is Unwilling to be Pushed or Knocked Prone, make an Opposed Skill Check against the Target. You must make a Might with Athletics Check, and the Target can make a Might or Dexterity with Athletics Check.

On a Successful Skill Check, the Target is Pushed one Space away from you or Knocked Prone (your choice).

You will have Disadvantage on this Check against Targets who are one or more Size Categories larger than you, and will Automatically Fail against Targets who are two or more Size Categories larger than you.

Tumble

You attempt to pass another Character with a feat of acrobatics.

If the Character is Unwilling to let you pass, make an Opposed Skill Check against the Target.

You must make a Dexterity with Athletics Check, and the Target must make a Might with Athletics Check.

On a Successful Skill Check, you are able to Move past the Character (or through their Space).

You will have Advantage on this Check if you are a Small or smaller Sized Character.

If the Target is two or more Size Categories smaller or larger than you or you are a Tiny Sized Character, you can pass through their Space without the need for this Action.

Creativity

Three examples of how Creativity might be used are provided below: Distract, Motivate and Surprise.

Distract

You attempt to Distract an Adjacent Character with an act of Creativity.

Make an Opposed Skill Check: A Charisma or Dexterity with Creativity against the Target’s Focus with Creativity or Trickery Check.

On a Successful Skill Check, the Character is Distracted.

While Distracted, the Target will have Disadvantage on Attack Checks and Focus Skill Checks against Targets they are not being Distracted by, while the source of the Distraction is Adjacent to them. See Conditions for more.

Motivate

You attempt to Motivate a Character with an act of Creativity.

Make a Charisma or Dexterity with Creativity Check. The DC should be determined by how close the Character is as well as their current state.

On a Successful Skill Check, the Character has Advantage on the next Check they make.

Surprise

You attempt to Shock a Character with a Surprising act of Creativity.

Make an Opposed Skill Check: A Charisma or Dexterity with Creativity Check against their Focus with Creativity or Trickery.

On a Successful Skill Check, the Character is Shocked until the Start of their Next Turn.

While a Character is Shocked they cannot take Reactions. See the Conditions Page for more.

Lore

One example of how Lore might be used are is below: Recall Knowledge.

Recall Knowledge

You attempt to Recall Knowledge about a Character or an Object or Location.

Make a Focus with Lore Check.

If asking for General Knowledge about the Target, the GM should use the rules for Degrees of Success to determine how much you learn about the Object.

If asking for Specific Knowledge about the Target, the GM should set a single DC for the Check. On a Successful Check, you learn more about that Specific Knowledge.

No Examples of Lore are provided.

While it is possible that a Check using Might, Dexterity or Charisma with Lore could be used, it is generally expected that Lore will be used with Focus. This would require the Question Action.

Medicine

Two examples of how Medicine might be used are provided below: Healing: Damage, Healing: Conditions.

Healing: Damage

You attempt to Heal the Damage taken by yourself and Adjacent Characters.

Making a DC 10 Focus or Dexterity with Medicine Skill Check, and expend 1 Supplies.

The Result of the d20 (i.e. the Performance) determines the Total amount of Damage which can be Healed. The Performance otherwise has no effect on the outcomes of the Check.

This Healing can be distributed between yourself and any Characters Adjacent to you.

On a Critical Success, the Supplies you would have used are not expended.

Healing Tools you are Skilled in may be used as a part of this Check also.

Healing: Condition

You can use a Medicine Skill Check to attempt to End a Condition which is affecting the Health of a Character.

Make a DC 15 Focus or Dexterity with Medicine Skill Check. On a Successful Check, you can end one Condition affecting the Target: Blinded, Deafened, Poisoned or Stunned.

Social

Two examples of how Social might be used are provided below: Persuade, Insight, Intimidate.

Persuade

You attempt to influence another Character through persuasive arguments or intimidation.

Make an opposed Check. Make a Charisma with Social Check against the Target’s Charisma or Focus with Social Check if you are using persuasive arguments. If you wish to intimidate the Target, you can make a Might with Charisma Check instead.

On a Success, you succeed in influencing the Character towards a particular behavior.

If a Character is proposing a significant change in the Character’s behavior, use a Clocks to denote your progress in persuading them. See the Negotiations Page for more.

Insight

You attempt to understand a Character better from their words, such as their emotional state, standing in society, or whether they are being truthful with you.

Make a Focus with Social Check.

If asking for General Information about the Character, the GM should use the rules for Degrees of Success to determine how much you learn about them.

If asking for Specific Information about the Character, the GM should set a single DC for the Check. On a Successful Check, you learn more about that them.

If the Character is attempting to hide information about themselves from you (e.g. they are lying), the Check is instead an Opposed Skill Check, where the Target makes a Charisma with Trickery Check. On a Successful Check, you discern the falsehood. See Spot Falsehood also (Example use of Trickery).

Intimidate

You attempt to Intimidate another Character.

Make an Opposed Skill Check. Make a Might or Charisma with Social Skill Check against the Target’s Charisma or Focus with Social Check.

To Intimidate a Character it must be reasonable for it to believe you are a meaningful threat to it.

You have Disadvantage to Intimidate Targets who are one Size Category larger than you, and you Automatically Fail in attempts to Frighten Characters who are two or more Size Categories larger than you.

On a Successful Skill Check, the Character becomes Frightened of you.

While a Character is Frightened and can see you they will be Threatened and have Disadvantage on Attack Rolls and Skill Checks.

Survival

Three examples of how Survival might be used are provided below: Rope Tie, Handle Animals and Track.

Rope Tie

You Tie a Rope, however the Check for this activity is not made until how well the Rope is tied is tested (e.g. when a Character attempts to undo it or use it to bear their weight).

When the strength of the Tie is Checked, make a Dexterity with Survival Check. The DC of the Check is determined by the purpose for tying a Rope. Examples for this DC are below:

Bear Weight: The DC will be determined by the amount of weight the Rope is expected to support. As a guide, use the below table:

Number of CharactersRope Tie DC
1 Small Character5
1 Medium Character
or 2 Small Characters
10
1 Large Character
or 2 Medium Characters
or 4 Small Characters
15
2 Large Characters
or 4 Medium Characters
or 8 Small Characters
20
Rope Tie DC to Bear Weight

On a Successful Skill Check, the Rope does not break or become loose while it is being used.

On a Failed Skill Check, the Rope does not hold the weight and either breaks or becomes untied.

The Performance of the Check may, in the case of a Failed Check, determine when the Rope fails.

Restrain a Character: When a Character is Tied by a Rope, they become Restrained. See the Conditions Page for more.

To Tie a Character there must first be an opportunity to do so. The Character could be Willing to be Restrained, Unconscious during the attempt, or already Restrained (e.g. Grappled by two Characters) when the attempt is made. Attempts to Tie a Character otherwise fail automatically.

When a Restrained Character attempts to escape from a Rope, they must make an Opposed Skill Check against you. They will make either a Might or Dexterity Check with Survival, against your Dexterity with Survival Check.

Handle Animals

You attempt to interact with an Animal or other Character of animal-like intelligence.

Make a Charisma with Survival Check if you’re trying to influence the Animal’s Behavior, or use Might or Dexterity if the Check requires you interact with the Animal physically.

The DC of the Check is determined by the purpose of the Check.

Calm or End a Condition: If the Check is to overcome an external influence on the Animal (e.g. it has been Frightened), the DC is determined by the effect which caused the change in the Animals behavior.

Influence: If the Check is to compel an animal to change their inherent behavior (e.g. convince them you are friendly), make an Opposed Check: your Charisma with Survival against the Target’s Focus with Trickery or Social.

Track

You attempt to discern information about a Character (including their current location) using traces or other clues they may have left behind.

Make a Focus with Survival Check.

If asking for General Information about the Target, the GM should use the rules for Degrees of Success to determine how much you learn about the Target.

If asking for Specific Information about the Target (e.g. where they went, what kind of creature they are etc), the GM should set a single DC for the Check. On a Successful Check, you learn more about that Specific Information.

Technology

Below four examples of how Technology might be used in a Conflict at provided: Break an Object, Inspect, Pick a Lock and Repair Objects.

Break an Object

You attempt to Break an Object, such as a Door, using Tools.

Make a Might with Technology Check. You can also use Tools appropriate to breaking the object, such as Carpentry Tools for a Wooden Door, or Smith’s Tools for Metal Bars etc.

The DC of the Check depends upon how hard the Object is.

Especially resilient Objects may require multiple Successful Skill Checks to be broken. Use Clocks to represent how resilient the Object is.

When you Succeed in Breaking the Object, it no longer functions as intended (e.g. a door cannot be locked).

To Destroy an Object beyond all possible repair, repeat the process of Breaking it again.

Inspect

You attempt to discern the properties an Object, such as the structural integrity of a door, bridge etc.

Make a Focus with Technology Check.

If asking for General Properties about the Object, the GM should use the rules for Degrees of Success to determine how much you learn about the Object.

If asking for Specific Properties about the Object, the GM should set a single DC for the Check. On a Successful Check, you learn more about that Specific Property.

Pick a Lock

You attempt to Unlock a door by Picking the Lock.

Make a Dexterity with Technology Check. You can also use Tools appropriate to Picking the Lock, such as Thievery Tools or Tinkering Tools.

The DC of the Check depends upon how difficult to pick the Lock is. Especially complex locks may require multiple Successful Skill Checks to be opened. Use Clocks to represent how complex the Lock is.

When you succeed in Picking the Lock, you may Open the door as part of the same Action.

Repair Objects

You attempt to Repair Broken Objects (i.e. Objects which have taken more Damage than their Hit Points).

A Destroyed Object cannot be repaired.

Make a DC 10 Focus or Dexterity with Technology Check and expend 1 Supplies. You can also use Tools appropriate to Mending the Object, such as Glassblowing Tools to repair Broken Glass, or Carpentry Tools to repair a Broken Wooden Door.

The Result of the d20 (i.e. the Performance) determines the Total amount of Damage which can be Repaired. The Performance otherwise has no effect on the outcomes of the Check.

This Damage Repaired can be distributed between any Objects Adjacent to you.

On a Critical Success, the Supplies you would have used are not expended.

Trickery

Below seven examples of how the Trickery Skill might be used in a Conflict are provided: Deception, Feint, Find, Hide, Move Unnoticed, Pickpocket, Spot Falsehood.

Deception

You may wish to convince a Character of a Falsehood.

To do so, make an Opposed Skill Check. Make a Charisma with Trickery Check against the Target’s Focus with Trickery Check.

On a Successful Skill Check, the Target is convinced of the Falsehood. Especially unbelievable or convincing Falsehoods may require your Check be made at Disadvantage or Advantage respectively.

On a Weak Success, the Target might as a Detriment become suspicious of you.

A Character can attempt to Spot the Falsehood by pressing you on it with a Focus with Trickery Skill Check.

Find

You attempt to discern the presence of Hidden Characters or Objects in your Environment.

If looking for a Character, make an Opposed Skill Check. Make a Focus with Trickery Check against the Target’s Dexterity with Trickery Check. If looking for a Hidden Object, the GM will set the DC to find it.

On a Successful Check, you discern the Character or Objects Location, ending the Hidden Condition for them. See the Conditions Page for more.

Feint

You move in an unpredictable manner to put an Adjacent Character you can See off guard.

Make an Opposed Skill Check. Make a Dexterity with Trickery Check against the Target’s Focus with Trickery Check.

On a Successful Skill Check, the next Attack Check or Dexterity or Might Skill Check made against that Target before the Start of their Next Turn has Advantage.

Hide

A Character may wish to Hide from view. To do so, the Character must be in an area which would reasonably allow them to Hide.

Make a Dexterity with Trickery Check.

The DC for the Check is determined by the Terrain you are attempting to hide in.

On a Successful Skill Check, you are Successfully Hidden.

While you are Hidden you are Fully Obscured and your position is unknown to other Characters. See the Conditions Page for more.

A Character can attempt to end this Condition by attempting to find you using a Focus with Trickery or Survival Skill Check (see Find).

Move Unnoticed

You may wish to move past another Character or through a Space occupied by another Character by means of stealth. To do so, you must first be Hidden from the Character.

Make an Opposed Skill Check. You must make a Dexterity with Trickery Check, and the Target can make a Focus with Trickery Check. If the Character is not distracted from you, you have Disadvantage on this Check.

On a Successful Skill Check, you can Move through the Characters Space and remain Hidden during this Turn. On a Weak Success, it would be reasonable that they would suspect someone passed by them.

Pickpocket

You may wish to attempt to Pickpocket an Object from another Character by means of Stealth.

You cannot Pickpocket an Object the Character would reasonably be considered to be actively holding or using (e.g. a Weapon during a Combat Conflict). You also cannot Pickpocket Accessories the Character has equipped.

Make an Opposed Skill Check. You must make a Dexterity with Trickery Check, and the Target can make a Focus with Trickery Check.

On a Successful Skill Check, you Steal the Object. On a Weak Success, it would be reasonable for the loss of the Object to be immediately noticed by the Target.

Spot Falsehood

You attempt to discern whether a Character is lying or whether there is something False in your environment.

If looking spotting a lie made by another Character, make an Opposed Skill Check. Make a Focus with Trickery Check against the Target’s Charisma with Trickery Check. If discerning something False in the environment the GM will set the DC to spot it.

On a Successful Check, you spot the Falsehood.

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