Prefactor

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---
title: Checks
summary: How we roll dice and why
path: rules/general
cover:
showInHeader: false
meta:
publicationDate: 2025-10-19T22:16:00.000Z
status: draft
isFeatured: false
tags:
- crunch
- how-and-what
author: dave-damage
seo:
noIndex: false
---
- Determine the outcome of an action
- Use a **Obstacle (Ob.)** to determine **Outcome**
- **AWQ** exclusively uses **D6** for checks
## Outcomes{% Sidenote #outcome-fallbacks marker="§" content="Not all actions ship with the complete set of outcomes, so if a specific outcome is missing, use the following fallbacks: **Boons** become **Failures**, **Complications** become **Successes**, and a missing **Boon** is considered a **Success**" type="crunch" /%}
- **Bane(⊗):** Action fails spectacular
- **Failure(⊖):** Action simply fails
- **Complications(⊜):** Action succeeds but with a *Twist*
- **Success(⊕):** Actions succeeds
- **Boon(⊛):** Actions succeeds with additional benefits
## Check Modifiers
### Favour & Peril
- **Favour (⥣):** Increase chance of success
- **Peril (⥥):** Increase chance of failure
- **Resolution:** Multiple instances cancel each other
- `Peril > Favour`: Roll is *perilous*
- `Peril = Favour`: Normal roll
- `Favour > Peril`: Roll is *favourable*
### Re-Rolls(⧆)
- Re-rolled result is always final result
- One attempt per check (Exception: *Dark Deals*)
- **Sources:**
- *Luck Points:* Spend 1 **LP**
- *Dark Deals:* Suffer 1 **Corruption**
- *Pushing:* Suffer 1 **Fatigue** or **Stress**
#### Pushing
- If initial roll was a *Bane* and succeeds after the *pushing*, the outcome becomes a *Complication*
- Cost of a *Push,* depends on the check's **Characteristic**{% Sidenote #push-cost marker="" content="**Fatigue:** **WS**, **BS**, **S**, **T**, **Ag**<br/>\n**Stress:** **I**, **Dex**, **Int**, **WP**, **Fel**" type="crunch" /%}
## Anatomy
### Reference Value (RV)
Denotes the **Skill** or **Characteristic** used for calculating the **Obtacle**
### Check Type
Denotes the roll-type
- **Basic**
- **Complex**
- **Extended**
### Check Mode
- **Unopposed[⥤]:** RV based on _Self_
- **Opposed[🣑]** RV based on _Target_
### Difficulty
Always modifies _RV,_ never _Ob._
- Very Easy [○]
- Easy [◔ ]
- Routine [◑]
- Challenging [●]
- Difficult []
- Hard [∵]
- Very Hard [∷]
- Impossible [∺]
### Notation Format
`[Check Type] [Check Difficulty] [Check Mode]`
**Examples:**
- `Basic[] Cool` (unopposed marker usually omitted)
- `Extended[] Charm 🣑 Perception`