Checks
A Check is the fundamental resolution mechanic of Stars & Signs. Whenever a protagonist attempts something that could reasonably fail, they make a Check. Checks combine Circumstance dice, an Ability die, and any additional dice from Advantages or other features to produce a single numerical result. The result then determines failure or the degree of success.
When to Call for a Check
The referee calls for a Check only when both of the following conditions apply:
- There’s uncertainty. Success or failure is not guaranteed by common sense or narrative positioning.
- There’s repercussions. Failure matters and meaningfully alters the situation.
If the Action is trivial, rote, or unopposed, don’t roll. Conversely, if success is impossible, even under perfect execution, don’t roll.
Parts of a Check
To construct the dice pool for a check:
- Start with the Circumstance dice, which is 2d10
- Then add the most applicable Ability die and the protagonist’s modifier in the corresponding Skill, if any.
- Then add any additional dice or modifiers from Advantages and other features.
- Apply Boons and Banes to the corresponding dice then roll the pool. Apply the rules for Boons and Banes by dropping dice, as appropriate.
- Sum the remaining dice to get the result. The total is the Check’s result.
Interpreting the Result
To determine if an Action is a failure or the degree of success, compare the Check’s total to the following fixed resolution bands.
Miss (< 10)
The protagonist’s attempt fails. They do not achieve their goal cleanly and the referee applies Fallout. Fallout may:
- Block the goal outright, or
- Allow partial success with a significant drawback
In addition to Fallout, the referee introduces a Complication.
Graze (10-14)
The protagonist achieves their intent, but must pay a Cost to do so. There are three types of Costs: Personal, Impact, or Opportunity. The protagonist chooses the type of Cost they pay, but the referee determines its exact nature. Costs should never fully negate the benefits of a protagonist’s success.
The Cost types are:
- Personal Costs. The acting protagonist suffers Stress, loses access to an Asset, or one of their NPC relationships is damaged.
- Impact Costs. The effects of the success are mitigated or delayed. If the Action would result in an Extra, it may be lost to fulfill this cost.
- Opportunity Costs. The protagonist is put into a worse position, they potentially get a Temporary Negative Trait, lose a Temporary Positive Trait, or increase the Stakes of the Action.
In addition to the Cost, the referee introduces a Complication.
Hit (15-19)
The protagonist scores an unambiguous success. They accomplish what they set out to do without cost, but the referee still has an opportunity to introduce a Complication.
Critical Hit (20+)
A superior success. The protagonist not only accomplishes their goal, their Action gains +1 Scale. Scale improves the magnitude, reach, or durability of the result, depending on the context.
Unless the Critical Hit results in an Extra that skips it, the referee then introduces a Complication.