--- 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**
\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`