Trial Roll
Songs and Sagas
When taking a risky action, make a trial roll.
- Pick the attribute best suited for your action.
- The GM discusses with the group and sets a difficulty rating (DR), usually a 12.
- 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.
- 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).
Rating | Descriptor |
---|---|
9 | Easy |
12 | Normal |
15 | Challenging |
When a rule changes the DR of a roll, the group decide by how much, using the fiction as their guide.