GLOOMTRAIL

Core Mechanics

Skill Check

Whenever a character attempts an action that involves some kind of risk to themselves or their group, the GM may ask for a skill check to determine how the situation unfolds.

To make a skill check, the player rolls 1d12, adds the bonus of the character's skill that best describes their approach to resolving the situation, and compares the result against a difficulty value set by the GM.

If the final result is greater than or equal to the difficulty value, the character succeeds at the task; otherwise, they fail. When faced with a failure, the player has two options:

If the player chooses to spend a Boon for an additional chance and fails again, the group does not receive a new Boon for this second failure.

Group Checks

There are situations in which every character involved must make a skill check at the same time. In these cases, the group's resolution falls into one of two categories:

ONE SUCCESS IS ENOUGH: Situations in which it is enough for just one character to succeed to resolve the problem, such as noticing an enemy's stealthy approach.

ONE FAILURE IS ENOUGH: Situations in which a single character's failure means the whole group fails as well, such as slipping unseen through a guarded area.

In both cases, the group receives only 1 Boon, but only in the situation where the group, as a whole, fails the challenge.

Difficulty

The GM can use the table below as a reference for the difficulty value of tasks at different levels.

DIFFICULTYDESCRIPTIONVALUE
DemandingRequires some level of training8
ChallengingTrained people can fail10
IntimidatingOrdinary people rarely succeed12

Critical Success and Failure

CRITICAL SUCCESS: Whenever the die result on a skill check is a 12, a critical success occurs. Regardless of the check's difficulty or the character's bonuses, this result is always counted as a success. In addition, when a player scores a critical success, the group also receives a Boon.

CRITICAL FAILURE: Whenever the die result on a skill check is a 1, a critical failure occurs. Regardless of the difficulty or the character's bonuses, this result is always counted as a failure, and the player cannot gain additional chances by spending Boons. In addition, upon a critical failure, the character also suffers a severe and immediate consequence determined by the GM, such as exposing themselves to imminent danger, losing an important resource, or creating a new obstacle for themselves or their allies.

Success Level

The success level defines how well the character performed a task. While this is not very relevant for most tasks, for others it is essential. The outcomes of tasks such as casting a spell, shoving a character during combat, or playing in a tavern for a few coins depend directly on how well the character performed them.

The success level of a skill check is calculated as follows:

Manipulating the Chances

POSITIVE CHANCES: The player may make one extra roll for each positive chance they have and choose the best result among them.

NEGATIVE CHANCES: The player must make one extra roll for each negative chance they have and must choose the worst result among them.

Boons

Boons are a resource shared by the group to overcome failure. The group begins the session with no Boons, but gains a Boon, up to a maximum of 10 per session, whenever a player scores a critical success or fails a skill check and decides to accept the failure.

A player can spend 1 of the group's Boons in the following situations:

Creating Opportunities

A character can deliberately try to create a favorable situation for themselves or their allies, whether by aiding a companion, hindering an opponent, or simply altering the environment.

To do so, the player makes a skill check against a difficulty set by the GM or against the difficulty imposed by the opponent's resistance offered.

On a success, the character creates a tactical benefit in the scene that grants a positive chance to the next check made by an ally who takes advantage of the situation, or imposes a negative chance on the next check made by an opponent affected by it.

Offering Resistance

When a character tries to resist, avoid, or otherwise prevent an opponent from succeeding at an action, they are said to be offering resistance to that opponent's action.

Instead of rolling dice, the character offering resistance sets a difficulty value that the opponent must beat. This difficulty equals 7 + the bonus of the skill best suited to the form of resistance being used.

Skill Challenge

When a task requires the combined effort of the whole group, the characters must make a skill challenge. In a skill challenge, each character contributes to the task through an individual skill check and adds their result to those of the others to reach a difficulty value set by the GM.

How a character contributes to the skill challenge determines which skill must be tested. In situations where all characters must contribute in the same way to resolve the challenge, they must all use the same skill on their individual checks. However, there can also be situations where each character can contribute in a different way to the challenge, allowing them to test a skill in which they have more levels of training.

In addition, the characters involved in a skill challenge can choose to spend a Boon to reroll their individual skill check, but the group receives a Boon only if the skill challenge fails. There are no critical successes or critical failures in skill challenges.

Difficulty

Players can use the table below as a reference for the difficulty value at different difficulty levels of skill challenges.

DIFFICULTYDESCRIPTIONVALUE
SimpleRequires some effort24
DemandingTrained people can fail32
ChallengingOrdinary people rarely succeed40
IntimidatingOnly trained people succeed48

Experience

At the end of a session, each character receives one experience point (XP) for every Boon the group accumulated but did not spend during that session.

Skill Improvements

At the start or end of a session, the characters have the opportunity to spend XP to improve a skill. The amount of experience points required varies according to the skill's current level:

IMPROVEMENTCOST
From Terrible (–1) to Mediocre (0)10 XP
From Mediocre (0) to Average (+1)5 XP
From Average (+1) to Good (+2)10 XP
From Good (+2) to Great (+3)15 XP
From Great (+3) to Incredible (+4)20 XP
From Incredible (+4) to Superior (+5)25 XP
From Superior (+5) to Heroic (+6)30 XP