Trial Roll

Songs and Sagas

When taking a risky action, make a trial roll.

  1. Pick the attribute best suited for your action.
  2. The GM discusses with the group and sets a difficulty rating (DR), usually a 12.
  3. The GM reveals a number of cards matching the current region’s risk rating. For each black card, the difficulty rating of the roll is increased by 2.
  4. Roll a d20 + the attribute modifier to get your score.

If your score is greater than the difficulty rating, it’s a success.

Otherwise you suffer a setback.

SUCCESS: Gain control of a moment in the scene and narrate what happens next. Add one of the revealed cards to your hand if no cards were burned for the roll. You must pick a red card over a black card.

SETBACK: Mark XP, but give up control of the narrative to the GM. They describe what happens and may inject more tension in the scene by introducing a new consequence (narrative mishap, loss of resilience, damaged armor or weapon, a new condition, etc).

RatingDescriptor
9Easy
12Normal
15Challenging

When a rule changes the DR of a roll, the group decide by how much, using the fiction as their guide.

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