Beruflich Dokumente
Kultur Dokumente
WHEEL
Tests
Stat Exponent
Procedure Guide
Skill Exponent
If
at
least
20
fate,
10
persona,
and
3
deeds
are
Aristeia: Spend 5 fate, 3 persona, and 1 deeds to
4
2
4
2
7
7
marked on a single ability, you have an
Apply Beginners Luck
ignore all dice penalties until a simple goal is
4
3
4
3
8
8
epiphany.
Shift
that
ability
one
shade
lighter.
Beginners Luck is used when a root stat must be
achieved.
9
5
3
9
5
3
used in place of a skill your character lacks.
Aristeia: Spend 5 fate, 3 persona, and 1 deeds to Mark Test Difficulty
If a skill being learned has marked a number of
Beginners Luck doubles the base obstacle.
shift an ability one shade lighter for the
Compare the total number of dice rolled (but
tests equal to its aptitude (10 minus root stat)
For versus tests, the number of successes rolled
remainder of this scene.
ignoring all dice added from fate, persona, or
open it at half the root stat rounded down.
by the opponent is the base obstacle.
deeds) to the final obstacle of the test.
Roll the Dice
Circles, Resources, Health, Steel, Faith, Greed,
Check for Tools
Black shade dice are successes on a 4+, grey
1-3 Dice 4-6 Dice 7+ Dice
Grief, and Hate all advance like skills.
If the test requires tools that your character lacks,
shade dice on a 3+, white shade dice on a 2+.
Reflexes advances as Perception, Agility, and
Ob greater
double the base obstacle. This may be combined
All other results are traitors.
Challenging Challenging Challenging
Speed advance, and Mortal Wound advances as
than dice
with Beginners Luck.
Spend 1 fate to open-end all 6s. If the roll is
Power and Forte advance.
Ob
equal
to
If this is not the first time that your character has
naturally open-ended, reroll 1 traitor.
Difficult
Difficult
Difficult
dice
used the tools, roll the Die of Fate to see if they
Magical skills, Astrology, Faith, and Steel are
Ob 1 less
are used up.
naturally open-ended.
Routine
Difficult
Difficult
than dice
Astrology is open-ended on 1s as well as 6s,
The GM Modifies the Base Obstacle
Ob 2 less
unless it is used in a linked test.
Routine
Routine
Difficult
+1 Ob per disadvantage.
than dice
Spend 1 deeds to reroll all traitors.
+1 Ob if you have 1-2 superficial wounds.
Ob
3+
less
You may use each call-on trait once per session
Routine
Routine
Routine
+1 Ob if this is not the first test in a linked test,
than dice
to reroll all traitors in a related test.
and the previous test failed.
Circles
Resources
Making Money
To produce cash, make a Resources test with an
Ob of double the cash dice you want.
To create a fund, make a Resources test with an
Ob of double the funds dice plus 1.
To replenish taxed dice, test a job skill plus
FoRKs against an Ob of 1 plus taxed dice.
Meeting the Ob restores 1D. Excess successes
restores 1D or reduces time by 10% per success.
This test takes a resource cycle to complete and
earns the job skill a test.
Steel
Determine Hesitation
The GM tests your Steel ability when you
confront surprise, pain, fear, or wonderment.
You must test Steel every time you take a
wound, but otherwise a single type of effect may
only cause a Steel test once per scene.
The base obstacle for a Steel test is your
hesitation, equal to 10 minus your will.
Your base dice equal your Steel exponent.
The GM Modifies Your Hesitation
See p. 363 for hesitation Ob modifiers.
Add Bonus Dice
+1D when surrounded by friends or allies.
+2D when startled by something mundane.
Skill Training