Trial
A Trial is called by the GM in circumstances when a player attempts to use an ability, a skill, make an attack (such as with a weapon or spell), or any other time the GM deems warranted. A Trial is resolved by rolling 2d10 and adding the relevant modifiers.
Trivial actions or empty risks do not require a roll. If an action is clearly within the character’s abilities and carries no tension or meaningful consequence, it automatically succeeds. Trials are reserved for moments where failure would bring cost, change, or complication — where the outcome shapes the story or demands clever thinking.
Rolling a Trial
To determine your total for a Trial, follow these steps:
-
Roll 2d10 and add the relevant attribute modifier. Each Trial is tied to a particular attribute that reflects the character’s natural ability or skill in achieving the objective. This modifier, whether positive or negative, is added to the sum of the 2d10.
-
Add Prowess if trained. If you are trained in the relevant skill, weapon, or ability, add your Prowess to the total. Prowess can only be added once per Trial, regardless of how many sources would grant it.
-
Add your flat bonus, if any. If one or more flat bonuses would apply to this Trial, add only the highest single bonus to your total. Flat bonuses do not stack — you always take the largest available. See Bonuses for how bonus types interact.
-
Resolve Edge or Strain. If you have Edge on this Trial, roll 3d10 instead of 2d10 and keep the highest two. If you suffer Strain, roll 3d10 and keep the lowest two. If both would apply, they cancel each other out and you roll 2d10 as normal. The Edge or Strain die should be visually distinct (a different color) from your base 2d10. See Edge and Strain.
-
Roll Hero Dice and add their sum to the total. After the dice are rolled and all modifiers applied, but before the GM declares the outcome, you may spend any number of Hero Dice from your pool. Roll those d6s and add the total to your Trial result. See Hero Dice.
-
Compare your total to the Defensive Rating (DR). If your total meets or exceeds the DR, the Trial is a success. If it falls short, it is a failure. The GM sets the target DR and informs you of the result. Depending on the margin of success, the quality of the outcome may vary — see Success Bands.
When attacking a creature, the Trial is rolled against one of their Defensive Ratings (Guard, Ward, or Mind). It represents how difficult it is to strike, bypass, or overcome that creature’s defenses. The same rules apply.
Attack Trials
When a character makes an attack — with a weapon, a spell, a bomb, or any other offensive action — the resolution always follows the same structure. All attacks use Agility as the governing attribute, whether the attack is physical or magical. Agility represents aim, timing, and the precision needed to land a strike regardless of its nature.
If you are trained in the weapon or spell being used, add your Prowess to the Attack Trial:
2d10 + Agility modifier + Prowess
If you are not trained, you may still attempt the attack, but without Prowess:
2d10 + Agility modifier
Training represents the technique, muscle memory, and practiced instinct that separates a capable combatant from someone swinging desperately. An untrained character can still land a blow — they just do so without the precision and reliability that training provides.
Damage is determined separately from whether an attack hits. A physical attack adds the Brawn modifier to damage. A magical attack adds the Ego modifier to damage. Neither Brawn nor Ego influences whether the attack lands — only Agility does.
The Attack Trial is rolled against the target’s appropriate Defensive Rating — Guard for physical attacks, Ward for magical attacks. See Defensive Ratings for how these are calculated.