Prefactor
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content/awq/articles/checks.mdoc
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---
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title: Checks
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summary: How we roll dice and why
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path: rules/general
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cover:
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showInHeader: false
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meta:
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publicationDate: 2025-10-19T22:16:00.000Z
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status: draft
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isFeatured: false
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tags:
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- crunch
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- how-and-what
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author: dave-damage
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seo:
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noIndex: false
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---
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- Determine the outcome of an action
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- Use a **Obstacle (Ob.)** to determine **Outcome**
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- **AWQ** exclusively uses **D6** for checks
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## 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" /%}
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- **Bane(⊗):** Action fails spectacular
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- **Failure(⊖):** Action simply fails
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- **Complications(⊜):** Action succeeds but with a *Twist*
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- **Success(⊕):** Actions succeeds
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- **Boon(⊛):** Actions succeeds with additional benefits
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## Check Modifiers
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### Favour & Peril
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- **Favour (⥣):** Increase chance of success
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- **Peril (⥥):** Increase chance of failure
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- **Resolution:** Multiple instances cancel each other
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- `Peril > Favour`: Roll is *perilous*
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- `Peril = Favour`: Normal roll
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- `Favour > Peril`: Roll is *favourable*
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### Re-Rolls(⧆)
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- Re-rolled result is always final result
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- One attempt per check (Exception: *Dark Deals*)
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- **Sources:**
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- *Luck Points:* Spend 1 **LP**
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- *Dark Deals:* Suffer 1 **Corruption**
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- *Pushing:* Suffer 1 **Fatigue** or **Stress**
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#### Pushing
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- If initial roll was a *Bane* and succeeds after the *pushing*, the outcome becomes a *Complication*
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- 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" /%}
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## Anatomy
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### Reference Value (RV)
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Denotes the **Skill** or **Characteristic** used for calculating the **Obtacle**
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### Check Type
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Denotes the roll-type
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- **Basic**
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- **Complex**
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- **Extended**
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### Check Mode
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- **Unopposed[⥤]:** RV based on _Self_
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- **Opposed[]** RV based on _Target_
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### Difficulty
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Always modifies _RV,_ never _Ob._
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- Very Easy [○]
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- Easy [◔ ]
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- Routine [◑]
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- Challenging [●]
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- Difficult [∶]
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- Hard [∵]
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- Very Hard [∷]
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- Impossible [∺]
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### Notation Format
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`[Check Type] [Check Difficulty] [Check Mode]`
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**Examples:**
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- `Basic[∶] Cool` (unopposed marker usually omitted)
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- `Extended[∶] Charm Perception`
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