Dynamic Tasks
Dynamic tasks represent time-sensitive challenges that require quick thinking and skillful execution. These can include defusing a bomb, scaling a treacherous cliff, or navigating a collapsing structure. A similar system applies to social tasks, where players must persuade or intimidate an NPC within a limited timeframe, such as negotiating a better price or convincing a kingdom to send aid.
Both types of tasks are handled similarly, with limited rounds to achieve a desired outcome.
How Dynamic & Social Tasks Work
Each dynamic or social task consists of 1 to 3 rounds, depending on the difficulty and situation.
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A primary character leads the attempt, making the main skill check for the team.
- This could be Technical: Electrical to defuse a bomb, Athletics to lead a climb, or Persuasion/Intimidation to negotiate.
- The player must provide a brief role-playing snippet explaining how they use their skill to solve the problem.
- The skill used does not have to match what the GM suggests, as long as the player can justify its relevance.
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Supporting characters can aid the primary character.
- Each supporting character must role-play how they help.
- This contribution grants a modifier ranging from -2 to +2, based on creativity and effectiveness.
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The primary character rolls a check against DC 12, with the following results:
- Critical Failure: Lose 1 success marker.
- Failure: No change.
- Success: Gain 1 success marker.
- Critical Success: Gain 2 success markers.
This process repeats for each round, accumulating success markers to determine the final outcome.
Outcome of a Dynamic or Social Task
At the end of the task, total success markers determine whether the endeavor ends in failure, neutrality, success, or an extraordinary victory.
For 1 Round Dynamic Tasks
Success Markers | Outcome | Example Consequences |
---|---|---|
0 | Disastrous Failure | The bomb explodes; the team falls off the cliff, requiring health pool checks; the merchant raises prices; the kingdom refuses aid and throws the heroes out. |
1 | Standard Success | The bomb is defused in time; the team scales the cliff; the merchant lowers the price by one resource die; the kingdom agrees to help with conditions. |
2 | Extraordinary Success | The bomb is easily defused with extra time to spare; the team reaches the top effortlessly; the merchant lowers the price by 2 resource dice; the kingdom offers aid freely with no conditions. |
For 2 Round Dynamic Tasks
Success Markers | Outcome | Example Consequences |
---|---|---|
0 | Disastrous Failure | The bomb explodes; the team falls off the cliff, requiring health pool checks; the merchant raises prices; the kingdom refuses aid and throws the heroes out. |
1 | Partial Success / Neutral | The bomb detonates but the team escapes with minor injuries; the characters are stranded on the cliffside; the merchant keeps the same price; the kingdom refuses aid but does not expel the heroes. (This could lead to another dynamic task if the GM allows further negotiation.) |
2-3 | Standard Success | The bomb is defused in time; the team scales the cliff; the merchant lowers the price by one resource die; the kingdom agrees to help with conditions. |
4 | Extraordinary Success | The bomb is easily defused with extra time to spare; the team reaches the top effortlessly; the merchant lowers the price by 2 resource dice; the kingdom offers aid freely with no conditions. |
For 3 Round Dynamic Tasks
Success Markers | Outcome | Example Consequences |
---|---|---|
0 | Disastrous Failure | The bomb explodes; the team falls off the cliff, requiring health pool checks; the merchant raises prices; the kingdom refuses aid and throws the heroes out. |
1-2 | Partial Success / Neutral | The bomb detonates but the team escapes with minor injuries; the characters are stranded on the cliffside; the merchant keeps the same price; the kingdom refuses aid but does not expel the heroes. (This could lead to another dynamic task if the GM allows further negotiation.) |
3-5 | Standard Success | The bomb is defused in time; the team scales the cliff; the merchant lowers the price by one resource die; the kingdom agrees to help with conditions. |
6 | Extraordinary Success | The bomb is easily defused with extra time to spare; the team reaches the top effortlessly; the merchant lowers the price by 2 resource dice; the kingdom offers aid freely with no conditions. |
Dynamic and social tasks create tense, cinematic moments where skill, teamwork, and quick thinking determine the fate of the heroes. Whether it's a high-stakes negotiation or a life-or-death challenge, these mechanics keep the game moving and provide meaningful consequences.