AoS SS Reference Rules 200928
AoS SS Reference Rules 200928
The number of dice you roll when making a Test is The default DN of an Opposed Test is 4:1, though this can
referred to as your ‘dice pool’. Your dice pool for a Test change if the circumstances benefit or hinder one party or
is determined by your Attribute Score plus your level of another (see below).
Training with the Skill being tested. Each level of Focus in
a skill allows you to add +1 to a die after it has been rolled. Advantage and Disadvantage
For example, with Focus 2 you could change a ‘3’ to a ‘5’ Sometimes during an Opposed Test one side may have a
or two ‘3’s to two ‘4’s. benefit or hindrance that the other doesn’t. Such scenarios
are called having Advantage or Disadvantage.
A Each die that equals or exceeds the Difficulty of the
Test counts as a success. If a character has Advantage in an Opposed Test, the
A If your total successes equal or exceed the Complexity Difficulty for the Test is reduced by 1 to DN 3:1.
of the Test, you succeed.
A If you achieve no successes or your successes are less If a character has Disadvantage, the Difficulty is increased
than the Complexity, you fail the Test. by 1 to DN 5:1.
There are three types of Tests in Soulbound: Common In truly exceptional circumstances, the DN of an Opposed
Tests, Opposed Tests, and Extended Tests (see reverse). Test may begin at DN 6:1. If a character participating in
such a Test has Disadvantage, the Difficulty can not go
COMMON TESTS above 6. Instead, the Complexity increases and the DN
Common Tests, which we refer to simply as ‘Tests’, make becomes 6:2.
up the majority of Tests you undertake in Soulbound.
These are immediate tasks not directly opposed by another Natural Awareness
party, such as leaping over a gap. Sometimes characters may be in opposition without
realising it. This most often comes into play when a
Difficulty character is sneaking past a creature that is unaware
The Difficulty of a Test is the number you must equal or of their presence, or when a character is trying to lie to
exceed on a die for it to count as a success. Some tasks someone. In such cases, a character’s Natural Awareness
are relatively simple, such as jumping a gap or kicking comes into play.
down a door. These Tests usually require only 1 success.
Other Tests may need more effort and require additional As with an Opposed Test, the GM determines the
successes (see below). Difficulty of the Test based on the circumstances and
environment. The opponent’s Natural Awareness is then
Complexity used to determine the Complexity of the Test.
The Complexity of a Test is the number of successes you
need to pass the Test. Complexity often comes into play Each creature in Faltering Light and the Brightspear City
for multipart tasks, like picking an intricate lock; or for Guide already has their Natural Awareness calculated.
1
RULES REFERENCE SHEET
EXTENDED TESTS Soulfire
For tasks with little time pressure but that require focus and Soulfire is a group resource, representing the conjoined
dedication, the GM can have characters make an Extended power of the Soulbound. A group starts with Soulfire
Test. For an Extended Test, the number of successes is far equal to the number of Soulbound in the party. You need
greater than the player could hope to achieve in a single permission from the group to spend Soulfire. If you spend
roll (usually between 10 and 20). The process for making it without the group’s permission then Doom increases by
an Extended Test is as follows: 1. Soulfire can:
A Time Required: The GM determines the amount of A Achieve maximum success on a Test: Each die
time required to complete the Test. counts as ‘6’, no need to roll. This cannot be used with
A Successes and Tests: The GM determines the total the Double Your Training from spending Mettle.
number of attempts you can make. The GM also A Reroll as many dice as you like: If you’ve already
determines how often you can attempt a Test, which rolled, you get a reroll.
can be hourly, daily, weekly, or even monthly. A Recover all your Toughness: You instantaneously
A Determine DN: The GM determines the Difficulty heal all Toughness.
and Complexity of the Test. Divide the total number A Regain all spent Mettle: You go back to your
of successes required by the number of attempts maximum Mettle score.
allowed to gauge difficulty — 16 successes over 4 A Cheat death. You or an ally recover from being
Tests is hard; 16 successes over 8 Tests is easier. Mortally Wounded. Regain half your Toughness but
A Determine Skill(s): The GM determines what keep all Wounds.
Attributes and Skills are pertinent to the Test.
A Other Factors: There may be other factors to consider If the party achieves a Short-term Goal, it recovers 1
before attempting an Extended Test. The GM should Soulfire, a Long-term Goal recovers all Soulfire. If a party
make these factors clear before characters begin the member makes a Last Stand (see Combat Reference
Extended Test, and state how and when players can Sheet), recover all Soulfire.
make an attempt.
A Determine Success: Add all successes together until
you meet or exceed the threshold set out by the GM. Doom
If you fail to meet the threshold in the number of Doubt, selfishness, and fear are what once led the realms
attempts allowed, you fail. You lose any resources to the brink of destruction and many believe it will soon
consumed during the Test and may incur other happen again. This encroaching dread is represented by
penalties the GM deems appropriate. Doom. Doom starts at 1 and can never fall below this.