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Core Rules: Ability Checks, Proficiency, and Targeting

Ability Checks

To make an ability check:

  • Roll a d20
  • Add the relevant ability modifier
  • If proficient, add your proficiency bonus

You succeed if the total equals or exceeds the Difficulty Check (DC).

Base DC for Untargeted Tasks

DC = 30 – Your Ability Score
(e.g., Climbing with Agility 13 → DC 17)

30 represents the “fabric of reality”—ability scores reflect your leverage against it.


Modifier Table

Ability ScoreModifier
6–2
8–1
100
12+1
14+2
16+3
18+4
20+5
  • Every 2 points above 10: +1 modifier
  • Every 2 points below 10: –1 modifier

Proficiency

  • All characters start at +2 proficiency
  • Increases over time based on level:
LevelProficiency Bonus
1+2
5+4
9+6
13+8
17+9
203rd Proficient Ability

Proficiency Cap

  • The Proficiency Cap (PC) is the limit you can spend on a single action before incurring Strain (attack, spell, counterspell, etc.)

  • Exceeding the cap makes the check a Strained Action (see Stress & Strain).

    e.g. Your proficiency is +2. You spend a Core Action + 3SD to cast a 3rd level spell. This increases the difficulty check by +1.

  • Crafting is exempt from this cap.


Targeting

To target a creature:

  • Roll d20 + your modifier
  • Add proficiency if proficient
  • Compare against the target's relevant ability score

Targeting DC

DC = Target’s Ability Score
Success = Your total ≥ Target's score

Targeting Examples

Action TypeTargeted Ability
Melee/Ranged AttacksAgility
Force/Restrain SpellsStrength
Poison/DiseaseConstitution
IllusionWisdom
Memory AlterationKnowledge
Charm/CompulsionInfluence
  • Note: Spell attacks that deal damage on "hit" target Agility.

Contests

Two creatures directly oppose each other in an action (like gaining control of an item):

  • Both roll d20 + modifier (+ proficiency if applicable)
  • SD may be spent before the roll to increase the result of the check: +1 per SD
  • Highest result wins
  • Ties = stalemate

Social contests:

  • Source Dice should not be required to initiate the check unless the outcome changes the scene significantly.
  • If the GM does call for SD, it should not cost more than 2 SD to initiate the check.

When Social Checks Should Cost SD

  • Alters NPC behavior
  • Bypasses real danger
  • Replaces combat (e.g., forcing surrender)

When They Should Not Cost SD

  • Flavor, banter
  • No major consequence
  • Normal conversation

Interparty Contests

  • PvP combat is allowed
  • Do not use social checks to override another PC’s actions
  • Coercive or forced outcomes between PCs should be avoided

Advantage and Disadvantage:

  • When you have advantage on a check, roll two d20 and take the higher result.

  • When you have disadvantage, roll two d20 and take the lower result.


Disciplines

  • On character creation, choose 2 disciplines
  • When proficiency increases, you:
    • Choose one new discipline
    • May reassign one previous choice
  • In Ascended Play (Level 21+), you may reassign one discipline every odd level

Example Disciplines

Strength

  • Brute force (T/U)

Agility

  • Athletics (U), Piloting (U), Sleight of Hand (T/U), Stealth (T)

Constitution

  • Concentration (U), Endurance (U)

Knowledge

  • Arcana (U), History (U), Lore (U), Medicine (T/U), Perception (T/U), Tech (T/U)

Wisdom

  • Insight (T), Investigation (U), Mechanics (T/U), Nature (U), Streetwise (U), Warfare (U)

Influence

  • Coercion (T), Deception (T), Leadership (T), Negotiation (T), Performance (T)

Targeted vs. Untargeted Disciplines

  • T (Targeted): Only works against another creature (e.g., Persuasion)
  • U (Untargeted): Interacts with world/knowledge (e.g., History)
  • T/U: May be either (e.g., Brute force)

Edge Case: If targeting a creature’s score makes no narrative sense, GM may call it untargeted.

  • Example: Your character has 17 Knowledge and an Untargeted check to apply a bandage to a teammate (DC: 30-17=13) makes more sense than targeting your comrade's 18 in Constitution.

This appropriately considers player investment in their ability scores, and better reflects the idea that someone proficient in Medicine will know how to apply a bandage.

Alternatively, making a Medicine check to poison someone's food according to their biometrics would correctly target Constitution (even if the target isn't currently present at the time of poisoning)


Untargeted vs. Uncontested

  • Untargeted: Interacts with the environment or world
  • Uncontested: Targets a creature, but they're willing or unaware

Examples

  • Healing a friendly creature: DC = 30 – your ability score
  • Friendly negotiation with helpful NPC: No check needed if they’re already willing

Passive Abilities

If you're proficient in a discipline:

  • Your ability score = passive score for that discipline
  • No check is needed for unstressed, untargeted, uncontested tasks if DC < passive score

If not proficient, roll unless the GM says it's trivial.


Passive Examples

DisciplinePassiveTaskCheck?
Perception (proficient)16Spotting a hidden foeOnly if foe’s Stealth > 16
Stealth (proficient)17Sneaking past guardOnly if guard’s Perception ≥ 17

Discipline Summary Table

AbilityDisciplines
AgilityAthletics (U), Piloting (U), Sleight of Hand (T/U), Stealth (T)
ConstitutionConcentration (U), Endurance (U)
StrengthBrute force (T/U)
WisdomInsight (T), Investigation (U), Mechanics (T/U), Nature (U), Streetwise (U), Warfare (U)
KnowledgeArcana (U), History (U), Lore (U), Medicine (T/U), Perception (T/U), Tech (T/U)
InfluenceCoercion (T), Deception (T), Leadership (T), Negotiation (T), Performance (T)