Modifiers
Modifiers are additions or subtractions to the Target Number based on mitigating factors. Rarely will you have more than one or two modifiers applying to a single roll.
There are four main types of modifiers in the game: item, condition, fortune & misfortune, and situation. Modifiers of the same type do not stack up. You only apply the sum of the best and worst modifier of each type.
For instance, if your PC had a +4 condition bonus from one effect, a +1 condition bonus from another effect, and a −2 condition penalty from a third effect. Your total condition modifier would be +2. You sum the best bonus (+4) with the worst penalty (-2) to receive the total modifier of that type (+2). In particularly complex cases, this is done separately for each of the three modifier types.
The main types of modifiers are as follows:
Item Modifiers – Bonuses or penalties related to equipment, tools, and items. These bonuses and penalties are often semi-permanent, lasting as long as the character is using that item.
Condition Modifiers –Bonuses or penalties related to ongoing effects, called Conditions. These can be caused by special actions or magic powers and are usually linked to a character’s current state.
Fortune & Misfortune Modifiers – Bonuses or penalties related to a character’s fate and personal hindrances. Bonuses typically come from using Courage to influence die rolls and penalties are often due to the accumulation of Wounds, Stress, and Fear.
Situation Modifiers – Bonuses or penalties related to the current circumstances. These are often temporary and highly dependent on the GM’s discretion. The GM can give situation modifiers to any Test in order to adjust the ease or difficulty of the task.
Untyped Modifiers – There are also untyped modifiers that can come into play. If a modifier does not specify its type, then it is an untyped modifier. Unlike normal modifiers, untyped modifiers DO stack with each other, such that multiple untyped bonuses and penalties would all add together. Untyped modifiers are usually the result of specific rule elements, like the penalty for combined actions, like a Charge, Range Penalties for ranged weapons, or a bonus such as from Applying Grit.
Target Number Limits: The TN can never be lower than 3 or higher than 18. If Modifiers would bring the TN below 3 or higher than 18, the TN is set to 3 or 18 respectively. This ensures there is always a chance for failure or success in every roll.