Dice Whims
A Tabletop Roleplaying Game System
Game Overview
The Dice Whims system is a tabletop roleplaying game built on collaboration, improvisation, and accessibility. Players shape the story together through engaging mechanics, embracing the unpredictable nature of the fantasy world. Designed for both newcomers and veterans.
The system is in early playtesting and will go through periodic updates based on feedback and testing, expecially numbers tuning.
⚠ Disclaimer ⚠
Dice Whims explores intense emotions, trauma, and psychological stress as part of its mechanics and storytelling. Some content may be triggering. Players are encouraged to use safety tools for a comfortable experience. This game is intended for mature audiences and may not be suitable for everyone.
Game Master Tools
Fate Difficulty System
The Fate System establishes action and encounter difficulty through set thresholds. The GM selects a difficulty level - Easy, Medium, Hard, or Legendary - each with a predefined success range. Before players roll, the GM must declare the Difficulty Number, a specific value within that range.
Players roll 1d10 + Magic Bonus (1-10) + Mastery Bonus (1-10) + Bonuses (of their choice) to determine their result. If the roll meets the difficulty threshold, they succeed. Rolls below the threshold result in failure. Rolls exceeding the threshold, result in a Critical Success. Legendary tasks have the narrowest success window, making them the most challenging.
Difficulties
Difficulty | Success Range | Min Roll | Average Roll | Max Roll |
---|---|---|---|---|
Easy | 11-25 | 3 (Below) | 28.5 (Above) | 70 (Above) |
Medium | 26-40 | 3 (Below) | 28.5 (Within) | 70 (Above) |
Hard | 41-55 | 3 (Below) | 28.5 (Below) | 70 (Above) |
Legendary | 56-65 | 3 (Below) | 28.5 (Below) | 70 (Within) |

Everyday Person
Magic
Mastery
Attack Die
Health
Defence
1
1
1d10
1 + 1d10
11-25
Abilities
Simple Fists (A) (Mastery) (∞): Choose 1 target in Melee. Deals 1 damage.
Muffled Shouting (R) (Magic) (3): Choose 2 targets within 3 hexes. Deal 1 damage.
Immunity:
Disarmed.
Humanoid
Easy

Bird of Pray
Magic
Mastery
Attack Die
Health
Defence
2
1
1d10
1 + 1d10
11-25
Abilities
Birdly Prayer (Magic) (A) (2): Choose an ally. Increase its Magic by +5.
Scratchings (Mastery) (A) (∞): Choose 1 target in Melee. Deals 1 damage. On Crit: Target is Bleeding.
Immunity:
Disarmed.
Creature
Easy

Witch Wench
Magic
Mastery
Attack Die
Health
Defence
5
2
1d10
2 + 1d10
11-25
Abilities
Curse of Happiness (A) (Magic) (2): Choose 2 enemies. They become Affected (can use only Happiness). Lasts 2 turns. Deals 2 damage.
Slither Away (R) (Mastery) (3): Dodge an Attack or Cast. Move to an adjacent hex.
Immunity:
Disarmed.
Creature
Easy

Humpel
Magic
Mastery
Attack Die
Health
Defence
1
3
1d10
3 + 1d10
11-25
Abilities
Humpel Hum (A) (Magic) (2): Choose all adjacent enemies. They become Weak. Lasts 3 turns.
Sword Slash (A) (Mastery) (∞): Deals 2 damage.
Immunity:
None.
Humanoid
Easy

Bowess
Magic
Mastery
Attack Die
Health
Defence
1
6
1d10
6 + 1d10
11-25
Abilities
Bow Shot (A) (Mastery) (∞): Ranged. Deals 2 damage.
Bow Volley (A) (Mastery) (3): Ranged. Choose 3 enemies. Deals 2 damage.
Immunity:
None.
Humanoid
Easy

Bird Cavalry
Magic
Mastery
Attack Die
Health
Defence
4
3
1d10
3 + 1d10
11-25
Abilities
Tickle March (A) (Mastery) (∞): Choose an enemy. Climb on them and deal 1 damage.
Summon Swarm (R) (Magic) (3): Increase Defence Score by +5.
Immunity:
None.
Creature
Easy

Amber Vestige
Magic
Mastery
Attack Die
Health
Defence
5
8
2d10
8 + 2d10
26-40
Abilities
Pokey-Pokey (A) (Mastery): Deals 2 damage.
Nullify (R) (Magic) (2): When a successful Spell hits, ignore it.
Immunity:
Disarmed.
Humanoid
Medium

Witch Totem
Magic
Mastery
Attack Die
Health
Defence
6
4
2d10
4 + 2d10
26-40
Abilities
Call Coven (R) (Magic) (1): Summon 3 Witch enemies. They enter combat in the next round.
Curse of Apathy (A) (Magic) (2): Choose 2 enemies. They become Apathetic. Lasts 2 turns.
Bites (A) (Mastery) (∞): Choose 3 adjacent targets. Deals 1 damage. On Crit: Target is Poisoned.
Cannot Move.
Immunity:
Disarmed.
Creature
Medium

Witch Mister
Magic
Mastery
Attack Die
Health
Defence
7
4
2d10
4 + 2d10
26-40
Abilities
Curse of Triggers (A) (Magic) (2): Choose 2 enemies. They become Triggered. Lasts 2 turns. Deals 2 damage.
Slither Away (R) (Mastery) (2): Dodge an Attack or Cast. Move to an adjacent hex.
Immunity:
Disarmed.
Creature
Medium

Unfriendly Sack
Magic
Mastery
Attack Die
Health
Defence
6
0
2d10
0 + 2d10
26-40
Abilities
Stabby (A) (Magic) (∞): Choose an enemy. Deal 2 damage. Crits on 8 and above.
Immunity:
None.
Inanimate
Medium

Queen Of Webs
Magic
Mastery
Attack Die
Health
Defence
10
5
3d10
5 + 3d10
41-55
Abilities
Weaver (A) (Magic) (2): Cast Entrapping on Enemies within 5 hexes.
Claws (A) (Mastery): Cleave enemies in 3 adjacent hexes. Deals 3 damage.
Immunity:
Overwhelmed.
Humanoid
Hard

The Huemungi
Magic
Mastery
Attack Die
Health
Defence
8
6
3d10
6 + 3d10
41-55
Abilities
No Spectrum (A) (Magic) (2): Choose 3 targets and an Emotion. They become Affected for 1 turn.
Saturate (A) (Mastery): Deals 4 damage.
Mythical: Never dies, but instead dissipates.
Immunity:
Overwhelmed.
Humanoid
Hard

Witch Matron
Magic
Mastery
Attack Die
Health
Defence
8
6
3d10
6 + 3d10
41-55
Abilities
Curse of Hysteria (A) (Magic) (2): Choose 2 enemies. They become Hysterical. Lasts 2 turns. Deals 2 damage.
Slither Away (R) (Mastery) (3): Dodge an Attack or Cast. Move to an adjacent hex.
Immunity:
Overwhelmed, Disarmed.
Creature
Hard

Veiled Veal of the Vale
Magic
Mastery
Attack Die
Health
Defence
10
10
4d10
10 + 4d10
56-65
Abilities
Hauntings (A) (Magic) (∞): Distant. Affects all targets. Enemies are Traumatised. Deals 5 damage.
Horn Charge (A) (Mastery) (∞): Distant. Choose 5 targets. Deals 5 damage.
Mythical: Never dies, but instead dissipates.
Immunity:
Overwhelmed, Stressed, Exhausted.
Creature
Legendary

Ancient Smell
Magic
Mastery
Attack Die
Health
Defence
10
8
4d10
8 + 4d10
56-65
Abilities
Smellace (A) (Magic) (∞): Choose all adjacent enemies. Deals 3 damage.
Overwhelming (A) (Magic) (5): Choose an enemy. Move to an adjacent hex. They become Overwhelmed.
Exhausting (R) (Magic) (5): Move to an adjacent hex of an enemy. They become Exhausted.
Immunity:
Overwhelmed, Exhausted.
Inanimate
Legendary
Rewards
Reward players often and well. Whether through looting enemies or discovering hidden treasure. Rewards can include items, spells, and, of course, currency. When players reach their maximum allowed equipment or spells and acquire a new asset, they must discard the excess (selling, throwing away, passing to another player).
Shop
When players want to change or buy a new spell, weapon or item in their arsenal they need to visit a shop. Shops are found all over the place but its up to the GM to add them to a location that fits. The GM determines the exact price of each item, using the ranges provided below as reference.
Item | Price |
---|---|
Eminence Scroll (3-use Spell) | 30-40 |
Eminence Scroll (2-use Spell) | 40-50 |
Eminence Scroll (1-use Spell) | 50-60 |
Weapon (3 or less damage) | 30-50 |
Weapon (4+ damage) | 50-70 |
Consumable | 5-50 |
Items | 5-50 |
Challenges
Challenges are narrative-driven, GM-initiated events designed to test the players in various ways. These scenarios are quick to resolve and focus on creating engaging moments during the story.
For each challenge, the GM sets the difficulty (Easy, Medium, Hard, Legendary) and describes the scenario. Each player then rolls once, with their result determining success, failure, or critical success depending on the difficulty thresholds. Here are a few example challenges:
Challenge | Description | Failure | Success |
---|---|---|---|
Street Collapse | A building partially collapses onto the street, blocking passage and causing chaos. | Critical Failure: Crushed by debris; lose 3 health. Failure: Trapped under rubble; be delayed. | Success: Evade falling debris. Critical Success: Dodge flawlessly; gain Prepared condition. |
Market Riot | A sudden riot in the marketplace disrupts commerce and endangers bystanders. | Critical Failure: Injured by flying objects; lose 2 health. Failure: Caught in the chaos; suffer a setback. | Success: Slip away safely. Critical Success: Calm the mob; gain Brave condition. |
Gas Leak | A mysterious gas leak creates an explosive hazard in a busy district. | Critical Failure: Severely poisoned; lose 2 health. Failure: Minor exposure; -1 Magic on next roll. | Success: Avoid toxic fumes. Critical Success: Quick reflexes; gain Lucky condition. |
Broken Bridge | A vital bridge is damaged, halting travel and isolating neighborhoods. | Critical Failure: Fall from the broken bridge; lose 3 health. Failure: Stuck on a gap; be delayed. | Success: Find an alternate route. Critical Success: Discover a shortcut; +2 Mastery. |
Magical Disturbance | Uncontrolled magic sparks bizarre phenomena in the heart of the city. | Critical Failure: Wild magic backlash; -2 Magic. Failure: Spell misfires; no bonus. | Success: Harness the anomaly; +2 Magic. Critical Success: Channel raw energy; double Magic bonus. |
Pickpocket Ambush | Skilled pickpockets target unsuspecting citizens in crowded alleys. | Critical Failure: Robbed and injured; lose 2 items. Failure: Valuables dropped; suffer a setback. | Success: Avoid the thieves. Critical Success: Thieves scatter; gain Attuned condition. |
Slippery Sidewalk | Heavy rain turns pavements into treacherous, slick surfaces. | Critical Failure: Fall hard; lose 2 health. Failure: Slip and stumble; are delayed. | Success: Keep your balance. Critical Success: Move nimbly; gain Brave condition. |
Fire Outbreak | A sudden fire in a residential block sends residents into panic. | Critical Failure: Severe burns; lose 3 health. Failure: Scorched slightly; lose 1 health. | Success: Evacuate in time. Critical Success: Rescue others; gain Invincible condition for 1 turn. |
Guard Clampdown | City guards impose a strict curfew, stifling movement and trade. | Critical Failure: Apprehended; suffer setback. Failure: Delayed by guards; be delayed. | Success: Evade the patrol. Critical Success: Blend into the crowd; gain Hidden condition. |
Sewer Flood | Manhole covers give way, flooding streets with contaminated water. | Critical Failure: Drowning risk; lose 2 health. Failure: Delayed by water; be delayed. | Success: Navigate the flood. Critical Success: Find safe passage; gain Prepared condition. |
Parade Disruption | A noble parade is unexpectedly derailed, sparking public unrest. | Critical Failure: Trampled in chaos; lose 2 health. Failure: Caught in stampede; be delayed. | Success: Avoid the crush. Critical Success: Control the crowd; gain Confident condition. |
Unruly Crowd | A spontaneous demonstration escalates into an unpredictable melee. | Critical Failure: Overwhelmed; suffer setback. Failure: Pushed around; be delayed. | Success: Maneuver through the throng. Critical Success: Calm the masses; gain Attuned condition. |
Magical Protest | Local mages stage a protest that quickly spirals into chaotic magic. | Critical Failure: Wild spells hit you; -2 Magic. Failure: Minor magical disruption; no bonus. | Success: Resist the chaos; +2 Magic. Critical Success: Command the magic; double bonus. |
Accidental Duel | A misunderstanding on the street ignites a public duel between rivals. | Critical Failure: Severely injured; lose 3 health. Failure: Stung by a strike; -1 health. | Success: Parry the attack. Critical Success: Win decisively; gain Brave condition. |
Mystic Fog | A strange, dense fog blankets the city, obscuring vision and sowing confusion. | Critical Failure: Disoriented completely; be delayed. Failure: Lost in the fog; delay movement. | Success: Find your way through. Critical Success: Navigate clearly; gain Lucky condition. |
Underground Escape | Criminals use secret tunnels to flee, leaving behind a trail of mystery. | Critical Failure: Trapped underground; suffer significant delay. Failure: Delayed escape; be delayed. | Success: Escape unseen. Critical Success: Discover a secret route; gain Hidden condition. |
Festival Mishap | A local festival goes awry, resulting in unforeseen chaos and disorder. | Critical Failure: Festival chaos injures you; lose 2 health. Failure: Minor mishap; be delayed. | Success: Avoid the commotion. Critical Success: Boost morale; gain Confident condition. |
Cursed Statue | An iconic statue exudes a malevolent aura that unnerves citizens. | Critical Failure: Haunted by curse; -2 Mastery. Failure: Minor curse; -1 Mastery. | Success: Resist the statue’s influence. Critical Success: Reverse the curse; gain Overpowered condition. |
Shadow Intrigue | Suspicious figures in dark alleys plot clandestine schemes. | Critical Failure: Ambushed unexpectedly; lose 2 health. Failure: Schemes delay you; be delayed. | Success: Avoid the trap. Critical Success: Expose the plot; gain Brave condition. |
Time Slip | A brief anomaly warps time, disorienting the city's inhabitants. | Critical Failure: Severe time distortion; lose 2 health. Failure: Momentary disorientation; be delayed. | Success: Regain your balance. Critical Success: Time realigns; gain Prepared condition. |
Challenge | Description | Failure | Success |
---|---|---|---|
Rockslide | A sudden rockslide blocks the mountain pass, threatening the journey. | Critical Failure: Crushed by rocks; lose 3 health. Failure: Trapped by debris; be delayed. | Success: Dodge the falling rocks. Critical Success: Spot a safe path; gain Lucky condition. |
River Crossing | A raging river challenges the travelers with its powerful current. | Critical Failure: Swept away; lose 2 health. Failure: Struggle in the current; be delayed. | Success: Cross successfully. Critical Success: Swift passage; gain Prepared condition. |
Wilderness Lost | Dense fog and tangled woods disorient the party far from civilization. | Critical Failure: Wander endlessly; be delayed. Failure: Delayed by fog; be delayed. | Success: Find a trail. Critical Success: Discover a shortcut; gain Attuned condition. |
Bandit Ambush | Hidden bandits lie in wait on a lonely road, ready to attack. | Critical Failure: Overpowered by bandits; lose 2 health. Failure: Hit by ambush; be delayed. | Success: Repel the attackers. Critical Success: Bandits flee; gain Brave condition. |
Wild Animal Attack | A pack of feral creatures ambushes the caravan on a rugged trail. | Critical Failure: Mauled severely; lose 3 health. Failure: Scratched in the fray; be delayed. | Success: Fight off the attack. Critical Success: Animals retreat; gain Overpowered condition. |
Broken Wagon | A critical wagon component fails, slowing the progress of the group. | Critical Failure: Wagon breaks completely; be delayed. Failure: Delayed repair; be delayed. | Success: Fix the wagon. Critical Success: Repair swiftly; gain +2 Mastery. |
Sudden Storm | A violent storm forces the travelers to seek immediate shelter. | Critical Failure: Struck by lightning; lose 3 health. Failure: Soaked and delayed; be delayed. | Success: Find shelter in time. Critical Success: Weather the storm; gain Brave condition. |
Quicksand Pit | An unexpected patch of quicksand threatens to trap the unwary. | Critical Failure: Sucked in quickly; lose 2 health. Failure: Struggle and get stuck; be delayed. | Success: Escape the pit. Critical Success: Leap out swiftly; gain Lucky condition. |
Mysterious Ruins | Ancient ruins beckon with both wonder and hidden dangers. | Critical Failure: Triggered an ancient trap; lose 2 health. Failure: Delayed by puzzles; be delayed. | Success: Solve the mystery. Critical Success: Gain a relic; gain Attuned condition. |
Unstable Bridge | An old, creaking bridge over a chasm tests the party’s resolve. | Critical Failure: Bridge collapses; lose 3 health. Failure: Narrow escape; be delayed. | Success: Cross carefully. Critical Success: Cross with ease; gain Prepared condition. |
Mirage | A deceptive mirage misleads the travelers about their true path. | Critical Failure: Chased by phantoms; be delayed. Failure: Confused by illusion; be delayed. | Success: See through the mirage. Critical Success: Avoid the trap; gain Lucky condition. |
Fog of War | A magical fog distorts sound and sight, complicating navigation. | Critical Failure: Disoriented completely; be delayed. Failure: Slowed by the fog; be delayed. | Success: Navigate safely. Critical Success: Clear vision; gain Prepared condition. |
Thorny Underbrush | Dense, prickly vegetation forces the caravan to slow down. | Critical Failure: Injured by thorns; lose 2 health. Failure: Stuck in brush; be delayed. | Success: Push through the underbrush. Critical Success: Move swiftly; gain Brave condition. |
Frostbite Risk | Extreme cold threatens the travelers with the risk of frostbite. | Critical Failure: Severe frostbite; lose 3 health. Failure: Chilled and delayed; be delayed. | Success: Keep warm enough. Critical Success: Resist the cold; gain Invincible condition for 1 turn. |
Cursed Ground | A stretch of land radiates an unsettling, ominous energy. | Critical Failure: Haunted by curse; -2 Mastery. Failure: Uneasy steps; be delayed. | Success: Tread carefully. Critical Success: Reverse the curse; gain Overpowered condition. |
Lost Map | The party’s map is misplaced or stolen, leaving them directionless. | Critical Failure: Directionless wander; be delayed. Failure: Stumble aimlessly; be delayed. | Success: Find your bearings. Critical Success: Spot a landmark; gain Attuned condition. |
River Rapids | Raging rapids challenge the party’s skill at crossing turbulent waters. | Critical Failure: Capsized; lose 2 health. Failure: Swept downstream; be delayed. | Success: Ride the rapids successfully. Critical Success: Master the currents; gain +2 Mastery. |
Desert Heat | Scorching heat in barren lands tests the endurance of the group. | Critical Failure: Overheated; lose 3 health. Failure: Exhausted quickly; be delayed. | Success: Find shade in time. Critical Success: Cool off fast; gain Lucky condition. |
Fallen Tree | A massive tree has fallen, blocking a narrow trail. | Critical Failure: Crushed by the tree; lose 3 health. Failure: Blocked path; be delayed. | Success: Clear the debris. Critical Success: Quick removal; gain Prepared condition. |
Temporal Anomaly | A time distortion warps perceptions, altering the journey's pace. | Critical Failure: Time distorts harshly; lose 2 health. Failure: Momentary disorientation; be delayed. | Success: Regain footing quickly. Critical Success: Time realigns perfectly; gain Hidden condition. |
Challenge | Description | Failure | Success |
---|---|---|---|
Rowdy Brawl | A sudden brawl among patrons erupts, threatening to disrupt the tavern. | Critical Failure: Injured in brawl; lose 2 health. Failure: Knocked down; be delayed. | Success: Avoid the melee. Critical Success: Win the brawl; gain Brave condition. |
Secret Plot | Whispers of conspiracy circulate, hinting at hidden agendas. | Critical Failure: Dangerous secret uncovered; be delayed. Failure: Misinterpret clues; be delayed. | Success: Gain valuable intel. Critical Success: Expose the plot; gain Confident condition. |
Stolen Valuables | Valuables vanish in the chaos, leaving patrons on high alert. | Critical Failure: Robbed completely; lose valuables. Failure: Minor loss; be delayed. | Success: Recover what was stolen. Critical Success: Catch the thief; gain Lucky condition. |
Mysterious Stranger | A cloaked figure hints at impending danger with cryptic messages. | Critical Failure: Ambushed by stranger; lose 2 health. Failure: Distracted and delayed; be delayed. | Success: Gain useful information. Critical Success: Forge an alliance; gain Attuned condition. |
Spiked Drink | A tampered drink causes unexpected and bizarre effects. | Critical Failure: Drink poisons you; lose 2 health. Failure: Feel dizzy; be delayed. | Success: Resist the drink's effect. Critical Success: Immunity kicks in; gain Invincible condition for 1 turn. |
Unruly Crowd | An unruly group disrupts the order, challenging the tavern staff. | Critical Failure: Overwhelmed by the crowd; be delayed. Failure: Pushed around; be delayed. | Success: Escape the chaos. Critical Success: Calm the crowd; gain Confident condition. |
Bard's Tale | A bard's stirring tale incites strong emotions among the listeners. | Critical Failure: Emotionally drained; lose 2 health. Failure: Distracted; be delayed. | Success: Enjoy the performance. Critical Success: Inspired deeply; gain Brave condition. |
Hidden Passage | A secret door reveals a mysterious room within the tavern. | Critical Failure: Ambushed in the passage; lose 2 health. Failure: Delayed exploring; be delayed. | Success: Discover the secret room. Critical Success: Uncover hidden treasure; gain Overpowered condition. |
Ghostly Apparition | A spectral figure appears, sending chills down the spines of patrons. | Critical Failure: Terrified into inaction; be delayed. Failure: Haunted by the vision; be delayed. | Success: Face the apparition. Critical Success: Soothe the spirit; gain Prepared condition. |
Brawl Breaks Out | A minor dispute quickly escalates into a full-blown tavern brawl. | Critical Failure: Severe injury in the brawl; lose 2 health. Failure: Minor scuffle; be delayed. | Success: Avoid joining the fight. Critical Success: Control the brawl; gain Brave condition. |
Food Poisoning | A batch of tainted food causes widespread illness among customers. | Critical Failure: Severe poisoning; lose 3 health. Failure: Mild sickness; be delayed. | Success: Resist the poison. Critical Success: Quick recovery; gain Lucky condition. |
Drunken Revelry | Excessive drinking leads to chaotic and unpredictable behavior. | Critical Failure: Embarrassed and impaired; be delayed. Failure: Overindulged; be delayed. | Success: Maintain control. Critical Success: Exceptional composure; gain Confident condition. |
Smugglers' Meet | Quiet whispers hint at illegal dealings behind closed doors. | Critical Failure: Caught smuggling; be delayed. Failure: Brief delay; be delayed. | Success: Gather discreet intel. Critical Success: Outsmart the smugglers; gain Attuned condition. |
Magical Prank | A harmless magical prank disrupts the tavern's calm ambiance. | Critical Failure: Prank backfires; be delayed. Failure: Mild confusion; be delayed. | Success: Laugh it off. Critical Success: Prank lands perfectly; gain Overpowered condition. |
Loyalty Test | Patrons are challenged to prove their allegiance to a local faction. | Critical Failure: Betrayed publicly; lose 2 health. Failure: Doubt sows delay; be delayed. | Success: Prove your loyalty. Critical Success: Inspire trust; gain Brave condition. |
Theft in the Night | A stealthy theft occurs while the tavern is shrouded in darkness. | Critical Failure: Pickpocket succeeds; lose valuables. Failure: Caught off guard; be delayed. | Success: Prevent the theft. Critical Success: Catch the culprit; gain Lucky condition. |
Unexpected Duel | A casual remark sparks a challenge to a duel among patrons. | Critical Failure: Severely injured; lose 3 health. Failure: Stung by the attack; be delayed. | Success: Duel ends evenly. Critical Success: Win decisively; gain Brave condition. |
Secret Meeting | A covert meeting takes place in a secluded corner of the tavern. | Critical Failure: Meeting exposed; be delayed. Failure: Plan delayed; be delayed. | Success: Attend without issue. Critical Success: Gather crucial intel; gain Confident condition. |
Mysterious Brew | A strange concoction is served, its effects unknown and unpredictable. | Critical Failure: Brew backfires; lose 2 health. Failure: Odd effects; be delayed. | Success: Drink without harm. Critical Success: Unleash a boost; gain Overpowered condition. |
Fading Memories | An elderly patron begins to recall long-forgotten secrets, stirring intrigue. | Critical Failure: Memory loss strikes; be delayed. Failure: Confused recollection; be delayed. | Success: Recall vital secrets. Critical Success: Rediscover lore; gain Attuned condition. |