Challenge refers to any action an Adventurer attempts with a specific goal that could end up in an
Accident “
Climbing a rock wall”, “
Shooting at a target” or “
Translating an ancient manuscript” are all examples of Challenges. Failing a Challenge can result in an Accident, that is, a consequence of the action different from what you hoped for.
For example, an Accident caused by failing “
Translating an ancient manuscript” could be needing much more time than you planned, or mistranslating it, or even translating it correctly but obtaining dangerous information that might lead you astray! A Challenge that can end up with you hurt or worse is called a
Danger.
There are 4 types of Challenges:
BASIC: Climbing over a fence, hitting a target at short range, stopping the car before it drives off the cliff
CRITICAL: Climbing a snowy mountain, hitting a target at long range, grabbing onto a vine while you’re falling off a precipice
EXTREME: Landing a burning plane in the jungle without getting hurt, taking down a chopper with a camera because you’re out of bullets, jumping off a moving train before it rushes into a tunnel while holding somebody else
IMPOSSIBLE: Besting in close combat the mummy of an ancient pharaoh awakened by a curse, surviving an entire night atop a frozen mountain with nothing but the clothes on your back, surviving the fall from a plane with no parachute and walking off in one piece and with your sense of humor intact.
In order to pass a Challenge, you need to put a
Skill to the test by rolling a handful of
d6 and trying to get one or more Successes.
The number of d6 to roll is determined by the number of
Diamonds the Adventurer has for the Skill put to the test, plus the number of Diamonds for the relevant
Field. In many cases Skills and Fields are already linked to one another, but sometimes the Fortune Master might require a Skill to be put to the test in a different Field.
For example, usually the Skill “First Aid” is linked to the Field “Knowledge”. So when you try to patch up a friend with a bullet in the leg, you need to roll a number of d6 equal to your Diamonds for “Knowledge”, plus those under “First Aid”.
Here, a player would roll
four d6.
The Fortune Master might also decide to add or subtract up to 3 dice from this total, by giving
Advantage or
Disadvantage. Each Advantage gives the Adventurer one additional die (up to a total of 9), and each Disadvantage removes one (but never below 2).
Once you have determined the pool and rolled the dice, you can count the number of
Successes to see if you passed the Challenge or if an Accident has happened.
You have a Success when, after rolling the d6, two or more show the same face. The number on the face is unimportant: a pair of 2s is just the same as a pair of 3s, and three 1s have the same value of three 6s.
As for Challenges, there are 4 kinds of Successes.
BASIC: [Two of a kind] When 2 dice land on the same number.
CRITICAL: [Three of a kind] When 3 dice land on the same number.
EXTREME: [Four of a kind] When 4 dice land on the same number.
IMPOSSIBLE: [Five of a kind] When 5 dice land on the same number.
To pass a Basic Challenge, you need a Basic Success, and to pass a Critical Challenge, you need a Critical Success: it’s as simple as that. If the Success you get is higher than needed, you might do more complex Challenges or get advantages from the Fortune Master (so with a Critical Success you pass any Basic Challenge, and an Extreme Success takes you through any Basic or Critical Challenge). If you obtain several Successes in the same roll, you can accomplish more tasks.