GMCD-014
| Dicey Dangers, Game Master Zone | Game by Joel Hills |
Resist Checks
A Resist Check is how a Hero avoids or endures a hazard that acts upon them — a trap that springs, a poison that spreads, a curse that takes hold. Unlike a Skill Check, which the Hero initiates when attempting something, a Resist Check is triggered by the world. The adventure text will always tell you when to make one and what attribute to use.
Resist Checks use the same notation as Skill Checks: the attribute name followed by the required number of successes in parentheses.
Physical Hazards
Physical hazards are resisted with the attribute that best matches the nature of the threat.
| Hazard Type | Attribute |
|---|---|
| Traps, ambushes, sudden physical impacts | Reflex |
| Poison, disease, exhaustion, physical endurance | Body |
| Illusions, psychic effects, mental compulsion | Mind |
| Fear, intimidation, social coercion | Social |
On a success the Hero avoids or reduces the effect. On a failure the full effect applies. The adventure text specifies the outcome of both results.
Curses and Magical Hazards
Cursed, magical compulsions, deity punishments, and events driven by fate are resisted with Luck. These effects do not reward preparation or physical strength — only fortune determines whether they take hold.
The following are the types of curse a Hero may suffer. Each links to its own page for full rules on its effect and how to remove it.
All curses are removed by the spell Remove Curse unless otherwise noted on the individual curse page.