Difficulty
OVERVIEW
A Character rolling for Successes during a Challenge will have their Target Number set based on the Difficulty of the Challenge.
DIFFICULTY CHART
| DIFFICULTY | TN | MASTERY | ITEM QUALITY | MOD | VALUE | BREAKS |
|---|---|---|---|---|---|---|
| EASY | 2 | NOVICE | CRUDE | -1 | x0.33 | SACRIFICE |
| MODERATE | 4 | APPRENTICE | COMMON | 0 | x1 | BOTCH |
| TRICKY | 6 | JOURNEYMAN | UNCOMMON | +1 | x3 | - |
| CHALLENGING | 8 | ARTISAN | RARE | +2 | x10 | - |
| FOOLHARDY | 10 | MASTER | EPIC | +3 | x100 | - |
| ABSURD | 12 | GRANDMASTER | LEGENDARY | +4 | priceless | - |
| SUPERNATURAL | 14 | PARAGON | SINGULAR | +5 | unique | NEVER |
Info
MASTERY indicates the mastery level of an Ability - this is for Opposed Challenges. Mastery is always one die tier less than the Mastery level rolls, so opposing a Journeyman who rolls d6 has a TARGET NUMBER of 4.
ITEM information is for both discovered loot and craftable goods.
- MOD indicates the additional bonus or penalty such an item will provide when using a related Ability.
- VALUE is how much more a Character can expect to pay to attain this Quality of item, compared to a Common item.
- BREAKS notes when an item of this quality can be expected to break - crude implements will break regularly, while common ones will usually only break during worst-case circumstances.