Abilities

Abilities

Abilities

The three abilities represent a character’s basic proficiencies. Each one is associated with a score ranging between 1 and 19.

  • Strength (STR). Fortitude, might, physical power, toughness.

  • Agility (AGI). Athleticism, dexterity, reflexes, swiftness.

  • Wits (WIT). Awareness, charisma, cunning, willpower.

Saves

Characters must make a save when threatened or when they attempt to do something challenging or risky, where the outcome is uncertain and failure has consequences. They pass if they roll equal or less than the most relevant ability score on a d20, otherwise they fail and suffer some sort of penalty.

Example

Balthasar (AGI 7), Sybilla (AGI 10), and Theobald (AGI 6) want to climb a rocky cliff. The GM adjudicates that this is a risky and challenging activity requiring an AGI save: whoever fails will fall and suffer d4 damage.

Theobald thinks it’s too risky for him, and declares he would rather not attempt the climb. Balthasar rolls a 6 on a d20: he passes and reaches the top of the climb unharmed. Sybilla rolls a 13 on a d20: she isn’t so lucky and falls, suffering damage and going back to where she started.

Group saves

Sometimes multiple characters must save against the same threat at once. In this situation, the GM can ask to make a group save to speed up the game. Roll the d20 only once and compare the result with each individual’s ability score to see who passes and who fails.

Example

Balthasar (WIT 12), Sybilla (WIT 6), and Theobald (WIT 9) encounter a terrifying creature. The GM asks them to pass a group WIT save to avoid being overwhelmed by fear.

One of the Players rolls a d20 and gets a 9: Balthasar and Theobald pass, but Sybilla fails and suffers the effects of fear.

Contests

Characters who are directly competing against each other must make a contest to determine the winner. All competing characters roll a d20 and subtract the result from the most relevant ability score. They are then ranked from highest to lowest total. Ties are broken by repeating the contest among the tied characters.

Example

Balthasar (STR 5), Sybilla (STR 8), and Theobald (STR 9) decide to engage in a friendly rock-throwing contest. The GM decides that the winner will be decided with a STR contest.

Balthasar rolls a 6 on a d20, for a total of 5−6 = −1. Sybilla rolls a 5, for a total of 8−5 = 3. Theobald rolls a 20, for a total of 9−20 = −11. The ranking is as follows: Sybilla first, then Balthasar, then Theobald.

When to roll

  • A save should only be required for challenging, risky actions. Trivial actions should succeed automatically. Impossible actions should fail automatically.

  • Prefer a save over a contest whenever possible, especially in asymmetric situations where a side is clearly more at risk. Use contests only for competitions and other symmetric situations.

  • Roll for a contest only if it’s uncertain who would win. Characters who are clearly superior win automatically without rolling.

Example

Climbing a ladder is trivial: it can be done without rolling for a save. Climbing a vertical rocky surface, or a slippery ladder, is challenging: a save is required. Climbing a sheer, smooth surface is impossible: characters just can’t do it.

Two characters engaging in arm wrestling should determine the winner with a STR contest: it is a symmetric competition. A character who is pushed by someone else should make a STR save to stand their ground: it is an asymmetric challenge, and the pusher is not at risk.

Two people racing against each other would make an AGI contest to see who wins. A person racing against a horse in an open filed would always lose, no roll required.

Picking an ability

  • Use STR for physical challenges mainly decided by might or fortitude, where someone large, powerful, and tough would have the advantage.

  • Use AGI for physical challenges mainly decided by finesse or initiative, where someone athletic, nimble, and quick would have the advantage.

  • Use WIT for mental challenges.

Example

The most fitting ability to open a stuck door would be STR, since it requires brute strength.

The most fitting ability for climbing is AGI, since it requires dexterity and athleticism. STR might sounds like the most fitting option, but a large, heavy, muscular person would have a harder time climbing than a fit and nimble person!

The most fitting ability to persuade someone would be WIT, since it is a mental challenge. However, if the “persuasion” attempt is made via threat of violence, STR might also be an option!

Consequences of failure

Failing a save should always have negative consequences, but doesn’t necessarily mean a failure in the action itself. In particular, a failed save should never halt progress through the scenario, so in such a situation the GM might want to let the action succeed but at a cost.

  • The character suffers harm (damage, corruption, a negative condition…​).

  • Time is lost, resources are exhausted, equipment is damaged…​

  • The character angers someone, attracts unwanted attention, is put on a spot…​

Example
The most intuitive penalty for failing a save while climbing would be falling and taking damage. However, depending on the situation, the GM might just rule that it takes longer to make the climb, or that an item falls from the character’s backpack and breaks.

Give Players a choice

When a Player wants to attempt a risky action, the GM should declare if a save or contest is required, on what ability, and risking what penalties. The Player should then be given the option to change their mind and do something different. Due to the flexibility of the rules, it might not always be clear to a Player if an action would require a save in the GM’s mind, so it’s good to give an opportunity to change approach!

Example

Balthasar and Sybilla are exploring an ancient cave. The GM describes what they see: a deep chasm is blocking their way.

Balthasar declares he wants to jump across. The GM says that the chasm is rather large, and an AGI save would be required to make it safely to the other side. On a failure, Balthasar would fall down into the darkness. The GM asks Balthasar if he wants to go on and take the risk: Balthasar might have imagined a smaller gap and might not have expected that a save would be required, so it’s important to give a choice after this is clear.

Balthasar decides that it’s not worth taking the risk, and decides to keep walking along the chasm instead to see where it leads.