Checks
In Obscured, Hunters often face daunting challenges and critical situations. They might need to jump from an exploding building, wrestle a yeti, or hold their nerve against a terrifying apparition. In such scenarios, a Hunter's skills are put to the test through checks. A check is tied to a specific attribute that contributes to the outcome. When asked to make a check, add the relevant attribute modifier to a standard roll and report the result to the Overseer, who determines whether the check was successful.
Every check has a Difficulty Threshold (DT). If the result of the check equals or exceeds the DT, the check is successful. However, if the check result falls below the DT, it's a failure. The Overseer sets the DTs dynamically, reflecting the challenge level of a particular task. Some checks, like combat checks, have their DTs and types dictated by an opponent's abilities.
Certain checks necessitate the use of appropriate tools or equipment. A lock-picking check needs a lock pick. Using substitutes adds difficulty, increasing the check's DT. So, picking a lock with a makeshift tool is possible but requires a more adept hand.
If one Hunter attempts a check and fails, another Hunter can't attempt the same check using the same method. However, a significantly different approach or tool lets another Hunter make the check with a new DT set by the Overseer. For example, if a Hunter tries to force open a window using their bare hands (a Strength check) and fails, another Hunter can't make the same Strength check. But if the second Hunter finds a crowbar, they can make a new Strength check against a tool-assisted DT. Similarly, if the second Hunter has a significantly higher Strength, they can make the check with the original DT.
Here's a table illustrating some common situations and suggested DTs:
Challenge | DT | Check |
---|---|---|
Convincing a hostile NPC to help you | 18 | Charm |
Identifying a rare mystical artifact | 16 | Intellect |
A gargantuan Horror lunges at you | 15 | Dexterity |
Holding on to a rope during a storm | 14 | Strength |
Recalling an obscure piece of folklore | 14 | Intellect |
Detecting a hidden trap in a dark room | 13 | Awareness |
Persuading a townsperson to share rumors | 12 | Charm |
Climbing a steep cliff | 12 | Strength |
Tailing a suspect without being noticed | 11 | Dexterity |
Enduring extreme cold weather | 11 | Durability |
These examples are just a guideline. The Overseer should adjust the DT and checks based on the situation. In the world of Obscured, desperate times often call for desperate measures.
John: "I want to see if I recognize the family crest on this tapestry. Can I make an Intellect check?"
Overseer: "Sure, the DT is 16."
John: "Oh, I rolled a 15. So close!"
Amy: "Can I give it a try? I've studied heraldry."
Overseer: "Normally, you couldn't make the same check. But given your background, I'll allow it with the same DT."
Amy: "Great, I rolled an 18!"
Overseer: "Excellent! You recognize the crest as belonging to the infamous Van Derloch family, known for their dabbling in the dark arts."
This rule encourages creative problem-solving and different approaches to challenges, adding depth and variety to the gameplay.