# CHECK TERMINOLOGY

The following terms are key to understanding how Checks work:

Modifier
  Any numerical value that is added to or subtracted from a Check. If you perform a `<DEX + MIG> +2` Check, for instance, the modifier is “+2”. If the modifier is added, it is a bonus; if it is subtracted, it is a penalty.
Result
  The final number generated by the Check, after applying any modifiers.
Difficulty Level (DL)
  Abbreviated as DL. If the Result of the Check is greater than or equal to this number, then the action is successful. The Difficulty Level for a Check will either be set by the rules or chosen by the GM.
High Roll (HR)
  Abbreviated as HR. It indicates the higher of the two dice rolled in a Check and will be used to calculate various effects (typically weapon and spell damage). For instance, if you roll d8 + d10 for a Check and the dice show a 6 and a 9, the HR for the Check will be 9.

## CRITICAL SUCCESS

When both dice rolled during a Check show the same number, and that number is 6 or higher, the Result is a critical success. Another way to put this is that you will score a critical success on a double 6, double 7, double 8, double 9, double 10, double 11, or double 12. If you roll a critical success, your Check is automatically successful and you get to apply the effects of an opportunity (see next page).

## FUMBLE

When both dice rolled during a Check show a 1, the Result is a fumble, which is the exact opposite of a critical success: no matter the modifiers, a fumbled Check is always a failure — not due to the character’s incompetence, but because of some unfortunate twist. When you roll a fumble, whoever controls your opposition in this scene gets an opportunity (see next page).

When a Player Character rolls a fumble, they immediately earn 1 Fabula Point (see page 96).