

Whether it be breaking into a noble's stash, or avoiding a triggered Dungeon trap, Perils and Skill checks will test one of your stats. Skill Checks are useful for quick checks when the GM wishes to see how well you carry out an action. Perils are for spicier situations, where succeeding or failing means so much more.
⏵ Skill Check
Roll 2d6, adding your points from the respective stat (Fight, Body, Wits, Spirit) or skill (such as Insight or Stealth). Succeed by meeting or beating a GM-specified target.
You may burn cards of the skill's symbol (see Skills) to add +1 to your check before you roll.
⏵ Peril
Perils involve the creature rolling the symbol dice in order to match the Peril's symbols.
The GM specifies the type of check (Fight, Body, Wits, Spirit) and the symbols that must be matched. The player then rolls an amount of dice equal to their points in the specified stat. Players may burn cards before they roll to improve their odds of success.
The check is considered;
a pass if all of the GM’s symbols are matched.
a critical pass if all symbols are matched, with at least half of the symbols matching twice.
a failure if one or more symbols are unmatched.
a critical failure if less than half of the symbols are matched.
Example of play:
Hesho: Okay. You said there was a guard at the door.
GM: Oh, yeah. They’re looking pretty tired.
Hesho: I’m gonna try and “sweet talk” them.
Rina: He wants to attack them.
Hesho: Yeah! Sweet talk them. Painfully. And without them noticing.
GM: Haha, okay. He might be tired, but he’s still backed against a door. I’ll need a Wits check
from you, matching… two Moons and one Sword ( ☪ ☪ ⚔ ).
Rina: Hold on, I’ve got Evil Eye in my hand. It’s my last one, so make it count!
Rina casts Evil Eye on Hesho, which gives him +2 Wits until the end of next turn. Rina loses 3 magic, and Evil Eye is put on their discard pile.
GM: I might have made this one a little too easy.
Hesho: Not my problem! I have 5 Wits, and I have Stealthy, which means I start Perils with 1 moon. With Evil Eye, my Wits becomes 7.
Due to Stealthy, Hesho begins with a moon already matched. Hesho then rolls seven dice.
The result is ( ☪ ⚔ ☪ 🛡 ⚔ 🛡 ⥁ ). It matches at least one of each declared symbol, meaning it is a pass. However, with three ☪Moons (one extra due to Stealthy) and two ⚔Swords, that’s a double match on two of the three symbols. That’s more than half of the symbols matched; therefore this check is a critical pass!
GM: Crit pass, you’ve pretty much free reign over this guy. How are you going about this?
Rina: Please be quiet this time.
Hesho: HAHAHAHA- Okay, fine. I’ll knock him out silently with the hilt of my dagger.
⏵ Party Checks
The GM may request a party check for particularly important teamwork tasks. First, the GM specifies the symbols that must be matched. These are the symbols that must be matched between all rolling players. Players may burn cards before they roll, as they normally would.
