Checks

Checks are a rule used frequently during the session.

A Check is made when a Doll (or an enemy) performs an action to determine how successful they are.

Of course, for things like just walking, noticing a diary on the ground right in front of them, or talking to their sisters, there's no need to make a Check.

Checks are for when the possibility of success is uncertain.

Taking an action without alerting a nearby zombie, giving words of encouragement to one's sister whose heart has broken, or taking aim at approaching enemy Undead with a gun... it's actions like these a Doll will need to make checks for.

Making a Check essentially refers to rolling a single ten-sided die.

If the result is 5 or less, it's a failure.

Whereas six or greater is a success.

For some Checks, modifiers may be added or subtracted from the die roll.

In these cases, the modified die roll is known as the Check Result.

If the Check Result is 1 or lower, a Critical Failure results (modifiers may cause the Check Result to drop to 0 or below.)

This refers to a result more disastrous than a mere failure.

Conversely, if the Check Result is greater than 11, it's a Critical Success.

This represents a success more impressive than could be expected.

Depending on the situation, there are many kinds of Checks that may be performed.

For further details, please refer to the rules pertaining to each of those situations.

To avoid failing important tasks, it is possible for a Doll to reroll a Check by taking a Madness Point upon a Fetter of her choice (explained further in the next section.)

= Action Checks =

During the Adventure Phase and the End Phase, actions generally take the form of Checks.

To perform actions secretly, notice something hidden, and land safely when jumping from a high place are some examples of actions where the determination of the Doll herself would not guarantee success.

The Necromancer should have the players roll Checks for these actions (please don't do it yourself.)

If there are Parts or Fragments of Memory that would be of assistance, with the Necromancer's permission they may be used to roll up to 3 bonus dice (for a total of 4.)

Skills cannot be used.

In the event that bonus dice are added, the action will be successful as long as one success was rolled.

However, if all of the die rolls are failures and any of the Check Results are 1 or lower, a Critical Failure results.

If a Part was used to assist in the Check, that Part is almost certain to be damaged (using multiple Parts means they are all damaged.)

Parts used to assist Checks may be either Basic or Reinforce Parts.

For instance, on a Check related to Knowledge the 'Brain' might be used, or on a check related to vision the 'Eyeballs' might be used.

It's the players' choice.

As long as the Parts in question are not damaged, they may be used to add a bonus die.

The Necromancer may add a modifier to Action Checks based on his judgement of the action's difficulty.

This will affect the probability of success drastically.

Below is a table of suggested modifiers.

The Necromancer's Permission
The Necromancer does not need to permit players to be reckless or add extra dice in desperation.

For further advice, consult the Necromancer Section.

Damage upon Critical Failure
It is not always the Checks themselves that are the source of the damage.

Unbeknownst to the Doll affected, the Parts may have already been broken, or on the verge of breaking.

Modifiers
If the Necromancer is unsure of the desired difficulty, it is not necessary to apply a modifier.

Action Checks may be performed without them.

If the roll is low or high, they may not even make a difference.