An ability check is a test to see whether a character succeeds at a task that they have decided to attempt. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
Leveling up will be based upon milestone rather than experience.
A character's mental fortitude plays a massive role in stress. Depending on how high your character's mental fortitude is, they'll have different thresholds for things stress can cause.
But what is stress? A character may gain points of stress by interacting with their fears, beingput under a time limit, being lone, trying to help someone else, being yelled at, and many more. It all depends on your character.
As your stress level rises, you near closer to the possibility to having a panic attack. The threshold for a panic attack can vary between characters. Your characters can even receive trauma, which is explained in the next section.
When hitting a certain threshold of stress, your character will not have their stress score set back to zero after a session. Your character will need some time to decompress. You can also use various items to speed up this process, both in rp and afterwards.
When a character hits the highest level of stress, they develop trauma relating to what caused their stress. The player may rp the fall out in character.
This trauma gets added to their "fear" list. Mechanically it is treated as a fear, where you'll roll with disadvantage on rolls that incorporate their trauma/fear. Interacting with new, unprocessed traumas will instantly add a large amount of stress to your character, sending them into a panic attack and possibly re-traumatizing them.
As your character works through their trauma and processes it, the severity of stress lessens, and may reach fear-levels of stress. However, no matter what, it will remain as a trauma.
Spells and Rituals are created through the campaign during certain times.
You create one by first finding something your character would like to do, and stating what you would like. It is the GM's discretion what you will need to do in order to fulfill prerequisites for either the spell or the ritual. Often, rituals will be more long-lasting and powerful, but take long periods of concentration. At a lower level, they might fail altogether. You will work with GM's to decide how they will cast it and what they will need.
You might also sacrifice learning magic in favor of skills or martial talents, but its all up to how your character spends their free time.
When you are learning the spell, things can go wrong and will be known to you but not your character. When they cast a spell where something has gone wrong in the learning process, they might fail and the consequences will be unknown.
When dealt damage, players are able to take a Resolve action, which allows them to roll a 1d6 to negate a portion of damage that was rolled against them. The draw back is that the amount they rolled will go to their stress level.
I.E. if you get attacked for 6 points of damage, and you roll your resolve and get a 2, you'd subtract the 2 you got from your resolve from the 6 points of attack damage; BUT you also add 2 to your stress.
With this action, the player may invent a cool move that your character did in the past in order to help you out in the present. The GM will charge you 0-3 stress, depending on how complex or tricky it is. You may have to make a specific skill check if it's dangerous.
You can use stress to push yourself for greater performance. For each bonus you choose below, take 2 stress (each can be chosen once for a given roll):
- Add +1d to an attack roll, initiative roll, or skill check.
-Negate a disadvantage if there is one, or roll at advantage.
-Take action when you’re incapacitated.
When you lead a group action, everyone involved rolls the same type of check. The highest result counts for everyone. You take 1 stress for each person who rolls 1-3.
Roll a # of d6, # determined by the Modifier of the stat the GM chooses based on the nature of the consequence.
Wisdom: Consequences from deception or understanding.
Constitution: Consequences from physical strain or injury.
Knowledge: Consequences from mental strain or willpower.
You reduce or avoid the effects of the consequence (GM chooses).
Suffer 6 stress (mental fortitude points) minus the highest die result.
Critical (More than one dice is 6): Clear 1 stress.
To benefit from teamwork maneuvers, you must Trust the teammate who’s helping you (this can be found and tracked on a characters relationship chart here).
You can force any character who trusts you to protect you (they suffer a consequence instead of you). Both parties must consent to this OOC.