Outcome

The outcome of a challenge sets the direction for the consequences of the actions taken, as well as the next cycle of gameplay. The single highest die result determines how it goes, but there is one exception – if you roll two or more 6 – a triumph, or if you get two or more 1, you get a catastrophe. The outcomes are:

Die OutcomeEffectHarm in Conflict
> one 6TriumphTriumphant fictional change – with a Facet createdWound with attached Condition (on opponent)
6SuccessFictional change to the betterWound (on opponent)
4-5Costly SuccessFictional change for the better with a costScratch (on both)
1-3FailureFictional change for the worseWound (on PC)
> one 1CatastropheCatastrophically fictional change – with a Facet createdWound with attached Condition (on PC)


Outcomes have two important sides to them – the narrative change they apply to a given scene afterward and the mechanical benefits in terms of changes in facets. If the challenge contains any risk for harm, be it physical or for wealth or relationships, the next step is to determine if, to whom, and how severe it is. Read more about this under Conflict below.

Triumph – More than one 6

A triumph is an exemplary outcome that often exceeds expectations, impressing onlookers. The player narrates this significant success while the GM determines the resulting benefits. This creates a beneficial facet, changes a scale facet for the better, or changes an already existing one for the scene or character. 

For an obstacle, it could involve overcoming it in a way that reveals a hidden path or resource. In opposition and interpersonal challenges, it means:

  • The Opponent – Takes a wound with an attached condition
  • The Character – Takes no harm. 

For mystical challenges, a triumph might uncover deep arcane knowledge or a powerful magical effect as an extra facet or increase the potency of the spell woven.

Kim (GM): “Beneath the ghostly moonlight, further into the mists, you finally corner the elusive shadow beast, its eyes glowing ominously in the dark thicket.”

Mason (Player): “I take careful aim with my enchanted bow, hoping to end this hunt with a single shot.” [Rolls two sixes] “Triumph! My arrow finds its mark!”

Kim (GM): “Your arrow not only brings down the beast but also uncovers its lair behind the thicket, brimming with ancient artifacts and rare herbs.”

Success – 6 

Success means the character achieves what they set out to do. The player describes the action, and the GM outlines the consequences. 

In an obstacle challenge, the character successfully navigates the challenge, like bypassing a trap or achieving a goal. In opposition or interpersonal challenges challenges, this usually means:

  • The Opponent – Takes a wound. 
  • The Character – Takes no harm. 

For mystical challenges, the desired magical effect is achieved without unforeseen consequences.

Kim (GM): “You stumble upon a chaotic scene – a pack of crude lizardlike men is ransacking a farmer’s homestead, their crude weapons glinting in the twilight.”

Mason (Player): “With a battle cry, I charge towards them, brandishing my sword to defend the homestead.” [Rolls a six] “Success! Do they retreat?”

Kim (GM): “Intimidated by your fierce charge, the lizardmen scatter into the reeds, leaving the farmstead in peace.”

Costly Success – 4-5

A costly success provides some success but with unexpected problems, which the GM details. The character may achieve some parts of their goal but with a compromise or unforeseen consequence. 

In an obstacle challenge, the character could overcome the hurdle but have to face a new challenge or threat as a result. In opposition or interpersonal challenges, this often means:

  • The Opponent – Takes a scratch. 
  • The Character – Takes a scratch. 

In most challenges, a costly success means there might be minor positive development, but a negative consequence – a cost – occurs. For mystical challenges, the magic works, but with a minor magical backlash or side effect.

Kim (GM): “In the damp, echoing cavern, you face off against a large serpent, its scales shimmering with venom.”

Mason (Player): “I’ll cautiously attempt to capture it alive with my hook-adorned net , using my knowledge of beasts.” [Rolls a five] “A costly success… what’s the drawback?”

Kim (GM): “You skillfully ensnare the serpent, but in the struggle, it lets out a piercing hiss that echoes through the cavern, likely alerting other dangers nearby.”

Failure – 1-3

Failure leads to a negative twist in the narrative. The GM describes the unfavorable outcome, and besides the failure itself, introducing new problems or threats. 

For obstacle challenges, the character fails to overcome the challenge and must seek an alternative. 

In opposition, this means: 

  • The Opponent – Takes no harm. 
  • The Character – Takes a wound. 

The character sustains harm or fails to achieve their objective. In interpersonal situations, it results in negative reactions or potential relationship damage. In mystical challenges, when the spellweaving fails, the mage sustains discord of various levels.

Kim (GM): “The air grows cold as you enter the decrepit ruins, where the spectral wraith is said to guard a cursed treasure.”

Mason (Player): “I try to banish the wraith with an ancient ritual passed down in my order.” [Rolls a three] “Failure, what occurs?”

Kim (GM): “The spell misfires, enraging the wraith. It shrieks loudly, its form becoming more menacing and aggressive.”

Catastrophe – More than one 1

A Catastrophe is a failure with more than one 1. It severely worsens the situation that the GM describes, creating a disadvantageous facet for the character or changing a scale facet for the worse. The outcome lasts for the scene (unless the outcome is harm that needs to heal over time). 

In obstacle challenges, it might mean not only failing to overcome the challenge but also exacerbating the situation, like triggering additional dangers. 

In opposition or interpersonal challenges, this means: 

  • The Opponent – Takes no harm. 
  • The Character – Takes a wound with an attached condition

For mystical challenges, the failure unleashes severe discord the mage must absorb.

Kim (GM): “Creeping across the old stone ruin archs overviewing the dragon, you try to avoid its keen senses. You are for for certain in the very heart of its lair.”

Mason (Player): “I move as silently as possible, aware of every crackle and rustle. I’m moving as slowly and carefully as I can” [Rolls two ones] “Catastrophe… what’s the consequence?”

Kim (GM): “Your mantle sticks to a twig of a thornvine, pulling down gravel and stones, echoing loudly. The dragon’s head snaps towards you, and it lets out a thunderous roar, blowing you off the ledge. You will for sure take harm.”

Outcomes and Facets

Facets are created from the narration during the outcome phase in the challenge resolution. A facet always either adds or removes a dice to the dice pool when it is relevant. They can be seen and created from many ways and perspectives; they can be character-centric, they can stem from the surrounding environment, and they can grow forth from situations or pop up from nowhere as if they were hidden. The consequence of an action or a challenge creating a facet should, therefore, be considered and discussed between both the player and the GM. Facets from successful outcomes can be suggested by the player but moderated by the GM, who has the final say. The GM describes facets generated from failures. A few examples:

Facets for Physical Challenges

  • Exhausted Limbs – Strenuous effort leaves the character physically drained, affecting future physical actions.
  • Slippery Ground – The surface becomes slick, making balance challenging and increasing the risk of falling.
  • Broken Weapon – A weapon or tool partially fractures, becoming unreliable for subsequent use.
  • Obstructing Debris – The area is cluttered with debris, limiting movement or providing cover.
  • Bitter Cold – The environment inflicts a biting chill, numbing the character’s senses and movements.

Facets for Mental Challenges

  • Overwhelming Thoughts – A mental strain causes scattered focus, impairing concentration on subsequent tasks.
  • Cryptic Message – The information gained is incomplete or obscure, requiring further interpretation.
  • Sudden Realization – A revelation stirs doubt or hesitation in the character’s decision-making.
  • Lingering Suspicion – A nagging feeling arises, affecting the trust or perception of others.
  • Blurred Memory – Important details seem cloudy, as if partially forgotten, requiring effort to recall.

Facets for Social Challenges

  • Murmurs of Doubt – A subtle rumor spreads, casting doubt on the character’s words.
  • Unwanted Attention – An influential figure or bystander now watches the character closely, with unknown intentions.
  • Reputation Tarnished – The character’s standing is subtly damaged, affecting future interactions.
  • Tense Atmosphere – The environment grows tense, with others visibly uncomfortable or agitated.
  • Lingering Insult – A minor insult or misstep sours the conversation, making social recovery harder.

Facets for Mystical Challenges

  • Arcane Resonance – A subtle magical energy lingers, affecting the use of spells or magic in the area.
  • Disturbance in the Veil – The mystical boundaries weaken, allowing strange apparitions or effects to bleed into reality.
  • Disruptive Aura – An unsettling presence emerges, creating unease for those sensitive to magic.
  • Mystical Backlash – A subtle residue of power creates minor disturbances or anomalies in the character’s spells.
  • Cryptic Visions – A mysterious vision or omen distracts the character, hinting at unseen threats or insights.

Costs

A cost is something noteworthy that happens fictionally as a part of a costly success. While the outcome is somewhat successful – the player can ask or suggest what succeeds, but the GM makes the final call – it comes with a cost.

The cost varies in nature depending on what the challenge consists of, but in general, it is something the PC needs to consider, avoid, or deal with either now or in the near future. The cost is not substantial like a facet, but it will affect the PC in some way negatively. A few examples:

Costs for Physical Challenges:

  • Falls to the ground
  • Drops an object
  • Makes more noise than necessary
  • Alerts opponents nearby

Costs for Mental Challenges:

  • Becomes seemingly distracted, nervous, or annoyed
  • Drops a lead or evidence
  • Accidental sharing of something hidden
  • Misunderstood details

Costs for Social Challenges:

  • Accidental disrespect (using wrong titles, etc)
  • Thoughtless mumbling (seems undecisive)
  • Incoherent talking (seems uncertain)
  • Unclear or miscommunicated details

Costs for Mystical Challenges:

  • Gives away clues of known spells or secrets
  • Gives a lead of hidden intent
  • Accidentally down-plays or up-plays danger or safety
  • Misunderstood important details

MENU

DOCS

An intro text that describes the purpose of this game menu, what its content is all about, and how to use it.

DOCS

Confirm your password

You must be logged in to manage your password.

Register to Stay Updated

We have released our upcoming game Untethered here as a website, for you to check out and start playing with. As a registered member you will get access to the full illustrated site, and an occasional email with news about our progress with it.

Goblin Interns

By registering you agree to our Terms of Use and Privacy Policy.