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Checks and Twists
Checks represent learning, vigor and good ol’ fashioned adventurer’s luck. Players begin each session with one Check.
Check’s can be spent whenever you are not in a Challenge to:
(1)Remove a Condition by spending a number of Checks as indicated on the Condition (see Conditions)
(2)Improve your Traits (see Training and Learning)
(3)Grant an automatic success on an Action which would require a Scab roll (spending a Check is as if you rolled a 1 on the Scab).
Players earn more Checks by adding a Twist to the story based on their character ’s personality, background, weakness, current conditions or traits (see Character Creation). A Twist is added by including Details in a description (for no additional dice) that makes the circumstance more difficult for your character. While this may be derived from your Belief or from your character’s background, it doesn’t have to be on the character sheet to be a good Twist. For example, a lifelong rival appearing on the scene is a great Twist. Twists are something that a character has to overcome (such as a fear or circumstance that goes against everything they believe).
Faced with such a scenario, a character must struggle to overcome it. When you add a Twist, no matter what rating your Active Trait has, your roll is compared against Rating 1 (only 1’s provide a Success). After you roll, you earn a Check. Within one Challenge, you may only earn a check from a specific Twist once (Weaknesses are an exception to this rule, see Character Creation for details). To earn multiple checks you will need to use many different Twists. You may only earn one Check per round of a Challenge.
Last edited Apr 7, 2016 5:30 pm