Special Action Rolls

Many action rolls use the rules in the previous section. However, some situations require special types of action rolls, which are detailed in the following sections.

Trait Rolls

A trait roll is an action roll that calls for a specific character trait to be used. These rolls often appear on domain cards and say something like "Presence Roll" or "Agility Roll (12)." If there is a number in parentheses after the trait, that's the Difficulty you must meet to succeed on the roll. If there is no number, the Difficulty is set by the GM based on the circumstances. You can add your Experiences and other bonuses to a trait roll.

If a feature affects a roll that uses a certain trait (such as an Agility Roll), it affects any roll that uses that trait (such as a Spellcast Roll or an attack roll that uses Agility). For example, the katari's ancestry feature "Feline Instincts," which allows a reroll on Agility Rolls, can be used on an Agility-based attack roll as well.

Attack Rolls

When you make an action roll with the intent to harm an adversary, you're making an attack roll. Reference the weapon or spell you're using for the attack to determine what trait it uses. We'll talk more about Spellcast Rolls in the next section, but for a standard physical melee attack, use the character trait the weapon requires (see the "Equipment" section on page 112), as well as any applicable Experience modifiers. If you succeed, make a damage roll to determine how much damage the attack dealt.

By default, each attack roll can only target one adversary. If a spell or ability allows you to target multiple adversaries, roll once and apply that result to all of the adversaries the attack can hit, unless otherwise specified. The attack is successful against all targets for which the attack roll result meets or exceeds their Difficulty.

Unarmed Attack Rolls

When your character makes an attack without a weapon—for example, a punch or a kick—you make an attack roll using Strength or Finesse (though the GM might allow you to use another trait depending on how you describe the attack). On a success, you deal d4 physical damage using your Proficiency.

Spellcast Rolls

Spellcast Rolls are a type of action roll used when you're creating significant magical effects (typically with a domain card). To make a Spellcast Roll, your character must have a Spellcast trait (which you can find on the subclass foundation card). You use that trait when you make a Spellcast Roll. Like other trait rolls, Spellcast Rolls can have a set Difficulty, such as "Spellcast Roll (16)."

If a Spellcast Roll can damage a target, it's also considered an attack roll.

You can't make a Spellcast Roll unless you use a spell that calls for one, and the action you're trying to perform must be within the scope of the spell. You can't just make up magic effects that aren't on your character sheet or cards. However, at the GM's discretion, they might allow you to creatively apply an existing spell in an unusual way. Remember that you can always flavour your magic to match the character you're playing, but that flavour won't give you access to new effects.

Example 1: A sorcerer is trying to reach a cliff high above him and doesn't have a spell or ability that lets him get there. He can't make a generic Spellcast Roll to have magic lift him up into the air and fly him to the cliff; he needs a specific spell or ability to accomplish this in the fiction.

Example 2: To explain why their "Rune Circle" spell gives them protection from adversaries, a wizard wants to flavour that spell as an eruption of spines from their wand that forms a glowing spline curtain around them. That's awesome and should be highly encouraged!, but dealing extra damage to an adversary because of this narration falls outside the scope of the spell.

When you cast a spell, the text tells you when the effect expires. It might be temporary (in which case the GM can call it a success, it might end at the next rest, or it might have another duration. If the spell doesn't note an expiration, you choose when to end it, or it ends when the story changes in a way that would naturally stop the effect. If you ever want to end a spell earlier than its normal expiration, you can always choose to do so. Unless the spell says otherwise, you can cast and maintain the effects of more than one spell at the same time.

Group Action Rolls

When multiple characters take action together—such as sneaking through an adversary's camp as a group—the party nominates one character to lead the action (typically the character with the highest bonus to the most applicable skill). Each player then describes how their character collaborates on the task. The actor's leader makes an action roll as usual, while the other players make a reaction roll using whichever traits they and the GM decide fit best (see the upcoming "Reaction Rolls" section). They can use different traits for their reaction rolls if they wish.

The leader's action roll gains a +1 bonus for each reaction roll that succeeds and a –1 penalty for each reaction roll that fails.

Tip: If you want to assist an individual ally with an action, you can use Help an Ally instead (see page 90).

Example: The party has just retrieved a stolen amulet from an ancient stronghold, and they are rushing out as the structure collapses around them. The GM calls for a group action roll as they try to escape. Rune hears footsteps coming. He decides that he's going to duck behind the statues and pray they offer ample cover and doesn't call for a roll. Rune is now considered Hidden. The GM describes the prospect of dialogue as two cultists walk right by Rune as he tricks to the shadows, then asks Rune what he wants to do. "I'll run past them and make for the exit."

Shepherd the druid says they are running alongside Tabby to act as a second set of eyes in case there's a faster route. The GM calls for an Instinct Reaction Roll. It's a 12, which isn't quite enough, giving Tabby an additional +1 bonus. The GM asks Shepherd to describe the shortcut they notice that allows for a quicker escape.

Rune the wizard says that he wants to understand what kind of magic caused the collapse and potentially reverse it. The GM calls for a Knowledge Reaction Roll. It's a 12, which isn't quite enough, giving Tabby a –1 penalty. The GM asks Rune what causes him to fall behind for a moment.

Lavelle the rogue says he notices that Rune looks like he's not going to make it, so he turns back to reach out a hand in a moment of desperation, yelling, "I've got you! We're not leaving you behind!" The GM calls for a Presence Reaction Roll. It's a 16—a success—giving Tabby a +1 bonus. The GM asks Lavelle and Rune to describe how this rescue happens successfully.

Now that everyone else has acted, Tabby takes the total of the modifiers, in this case a +1, and makes an Agility Roll, hoping to lead the party to safety while dodging debris and pointing out hazards. She rolls a 16 with Fear. The GM gains a Fear and says that each character must mark a Stress—but they also emerge from the stronghold just in the nick of time, the ancient stones collapsing behind them.

Tag Team Rolls

Once per session, each player can choose to spend 3 Hope and initiate a Tag Team Roll between their character and another PC. When you do, work with the other character's player to describe how you combine your efforts together in a unique and exciting way. You both make separate action rolls, but before resolving the roll's outcome, choose one of the rolls to apply for both of your results. On a roll with Fear, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear.

Tag Team Rolls are especially powerful on attack rolls. When you and a partner succeed on a Tag Team Roll attack, you both roll damage and add the totals together to determine the damage dealt. If the attacks deal different types of damage (physical or magic), you choose which type to deal.

A Tag Team Roll counts as a single action roll for the purposes of any countdowns or features that track action rolls.

Tip: Though you can only initiate one Tag Team Roll per session, you can be involved in multiple Tag Team Rolls. For example, you might spend 3 Hope to initiate Tag Team Roll with a partner, and the same partner can later spend 3 Hope to initiate one with you.