While adventuring in dangerous places Bearer makes Trouble Checks for unexpected Setbacks. Trouble Check is made:
• Every Round of Conflict to check if an adversary is able to recover dangerous abilities
• When Significant or Long Time passes. See Time for details
• When Trouble Rating increases
Trouble Check is made with a six-sided-die (D6). When the roll is equal or under Trouble rating Trouble occurs. On a roll of six something beneficial may happen.
Trouble is a complication or a potential danger. It changes the situation introducing something new to take into account. Trouble does not automatically reveal sneaking characters or ruin current plans. Setback will remain until Adventurers take action to deal with it.
Examples of a Trouble Setback:
• Servant wandering into room
• Reinforcements arriving
• Being trailed by bounty hunters or beasts
• Being denied services on a rumor
• Supports of a crumbling bridge finally giving up
• Dangerous storm rising
Trouble Rating
Trouble is rated from 1 to 5 depending on likelihood of unforeseen setbacks.
1 – Some likelihood of Trouble. Borders of civilization and desolate dwellings. Low bounties.
2 – Chance of Trouble. Deep wilds, shady alleys and lived dwellings. Medium bounties.
3 – High chance of Trouble. Hunting grounds of beasts and alert dwellings. High bounties.
4 – Great chance of Trouble. Fully alert and hostile environments. Grand bounties.
5 – Chaos. Heart of a hostile land.
Changing Trouble
Dramatic events and Adventurer actions can change the Trouble rating, potentially making a safe haven dangerous. This will never raise Trouble above 5 or drop it below zero.
Setting off alarms, making enemies, committing crimes, attracting bounties and clear signs of subterfuge increase Trouble.
Preparing camps, finding allies and safehouses, removing great threats and putting suspicions to rest decrease Trouble.