When an Attribute Check, Skill Check, or Special Effect ability check fails, the Adventurer notes the failure as a count or with tick marks.
When the total number of failures exceeds the amount needed to improve the current Attribute Score, the Adventurer can make an unmodified 2d6-2d6 Improvement Roll.
Progress Desired | Failures Needed to Attempt Improvement Roll |
---|---|
None to -10 | 10 |
-10 to -9 | 11 |
-9 to -8 | 12 |
-8 to -7 | 13 |
-7 to -6 | 14 |
-6 to -5 | 15 |
-5 to -4 | 16 |
-4 to -3 | 17 |
-3 to -2 | 18 |
-2 to -1 | 19 |
-1 to 0 | 20 |
0 to +1 | 21 |
+1 to +2 | 22 |
+2 to +3 | 23 |
+3 to +4 | 24 |
+4 to +5 | 25 |
+5 to +6 | 26 |
+6 to +7 | 27 |
+7 to +8 | 28 |
+8 to +9 | 29 |
+9 to +10 | 30 |
If the Improvement Roll result scores a Success (0 to +10) then the Attribute Score improves by one point, increasing its matching Attribute Reserve capacity as well.
The count of failed rolls then resets to zero and the Adventurer can start tracking additional checks.
When attempting any Improvement Roll, the failure count for that Attribute Score resets whether or not the Improvement Roll succeeds.
For example, an Adventurer with Strength +2 attempted and failed 23 or more Strength checks.
They may roll to improve their Strength.
The roll succeeds, so the Adventurer updates their Strength to +3, increasing their Strength Reserve to match.
The update takes effect on the Adventurer's next Downtime.