Checks are earned by using your Traits against yourself, on this scale:

  • 1 check: Impede (-1d6)
  • 2 checks: Hurt (+2d6 to opponent’s roll)
  • 2 checks: Break Tie (break tie in opponent’s favour; must invoke trait before spending FPs and before calling for a tiebreaker roll)

Checks can be spent in several ways:

  • Buy a Test during Player’s Turn (cost: 1 check)
  • Buy a Recovery Test from a Condition during GM Turn (cost: 2 checks)
  • Charge a Trait (cost: 3 checks)
  • Recharge a Trait (cost: 2 checks/lvl1 Trait; 4 checks/lvl3 Trait)


The Winds of Valour papercrane