A check is a game mechanic used to determine the outcome of an action that a character attempts. All checks are referenced against one of your character's stats. To make a check, roll a d20 and add your relevant stat bonus. Additional bonuses may be added conditionally, such as a character's archetype bonus. The GM will decide the required stat and a number called a Difficulty Class (DC). If the total of the roll + bonuses equals or beats the DC, the desired action succeeds.
During the game, a character may have to make a special check called a save or saving throw. These are reactions to specific events and they use stats to determine them. Unless otherwise noted, your saving throw bonus is equal to your unmodified bonus for each stat.
Advantage. Roll twice and take the higher of the two results.
Disadvantage. Roll twice and take the lower of the two results.
When two or more creatures are in direct opposition to each other, they make a contested check. Each participant rolls one relevant stat check at the same time. Whoever rolls higher wins the contest. Ties are rerolled.
Each player has a karmic dice pool. Each Karmic Die is a d6. When making any kind of roll, a player can remove one of their karmic dice from their pool and add it to their roll. They can do this after seeing the number on their die, but before they know if the check has succeeded or failed. Players must announce they are using one of their Karmic Dice or it will have no effect. Players can have a maximum of 3 Karmic Dice in their pool at any time.
There are several ways to gain Karmic Dice:
Roleplay - giving into a character's weaknesses or flaws, or exemplifying their motivations.
Daring maneuvers - doing something cool and creative during combat.
Crit fails - when a player rolls a Natural 1 on a check.
When rolling a d20, if the number rolled is a 20 or a 1 without any bonuses, these are called natural. A natural 20 is a critical success and a natural 1 is a critical failure.
When you roll a natural 20, you automatically succeed at the task at hand. If you are making a check, you automatically beat the DC. If you are making an attack, you automatically hit and deal double damage.
When you roll a natural 1, you automatically fail at the task at hand. If you are making a check, you automatically fail to beat the DC. If you are making an attack, you automatically miss and deal no damage. When you critically fail, roll a d6 and consult the crit fail table to see how badly you failed. Then add the d6 to your karmic dice pool.
d6 | Outcome |
---|---|
1-2 | The worst possible thing that could happen, happens. |
3-4 | Bad, but not as bad as it could be. |
5-6 | You fail, but nothing worse happens. Lucky. |