bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h1>CHECKS</h1>
<h1>22 GAME RULES</h1>
<p>For a Game Master, knowing when to call for a Check and when not to do so is a Skill that develops over time through trial and error. The following guidelines can be of help:</p>
<p>The word “Check” indicates a die roll based on a characters core Attributes: <strong>Dexterity</strong>, <strong>Insight</strong>, <strong>Might</strong>, and <strong>Willpower</strong>.</p>
<p>In general, characters must perform Checks:</p>
<ul>
<li>When required by the game rules. Striking a target, casting a spell, and using a Class Skill often requires a Check to determine success or failure. Effects that do not explicitly call for a Check always succeed automatically.</li>
<li>When asked by the Game Master. The Game Master has the right to ask characters to perform Checks when attempting risky actions, facing opposition, or reacting to danger. For the game to run smoothly, the Game Master must learn when to ask for a Check and when not to do so (see next page).</li>
<li>The Player Characters are heroes. Unless theres a capable opposition or immediate threat, a Player Character's actions should simply succeed. Finding the tavern requires no roll — getting there without being noticed by the local bandit gang, on the other hand, will take some effort.</li>
<li><strong>Context and circumstances.</strong> The same action might require a Check depending on when and where it takes place. Swimming in a calm river doesnt require a Check, while doing the same during a flood is extremely dangerous and would require a Check.</li>
<li><strong>Relevant background.</strong> If a characters Traits or general background are enough for them to succeed, the Game Master should simply allow it. For instance, an aristocrat will have little to no trouble securing an invitation for a court ball.</li>
<li><strong>Impossible actions.</strong> Some actions simply cannot succeed, but you have to be open to the Players creativity! You cant jump from Earth to the Moon, but you can build a magical ship to get there. You just need to remember that nothing comes for free, and build interesting situations around the Players ideas.</li>
<li><strong>Relevant failure.</strong> Failing a Check means the situation gets worse. If failure has no relevant impact on the situation, the Game Master should simply describe the outcome of the action and skip the Check. The same is true when a character isnt acting under pressure: their actions may require time, but they will no doubt achieve their goal.</li>
<li><strong>Stick to the rules.</strong> If the rules ask for a Check — or if they dont — theres probably a good reason. Think twice before doing the opposite, and only do so if everyone at the table is okay with it.</li>
</ul>
<p>Note that only the Game Master can ask for a Check; Players may never do so.</p>
<p>A Check is presented as a formula indicating which dice you have to roll and add up together. Checks always require you to roll exactly two dice.</p>
<p><strong>Example:</strong> An <code>&lt;INS + WLP&gt;</code> Check performed by a character with d6 Insight and d10 Willpower will result in that character rolling a d6 and a d10 and adding them together, thus generating a total Result between 2 and 16.</p>
<p>Some Checks will also require you to add or subtract a certain number from the total you rolled:</p>
<p><strong>Example:</strong> A Character performing a <code>&lt;MIG + MIG&gt; +5</code> Check will roll their Might die twice and then add 5 to the Result.</p>
<p><cite>Philip Forlenza (Order #)</cite></p>
<h2>WHEN TO PERFORM CHECKS</h2>
<p>Philip Forlenza (Order #)</p>