Favor and disfavor
His Majesty the Worm · pp.10–11
Open source p.10Sometimes circumstances can influence a test of fate positively or negatively.
When beneficial factors would aid an adventurer, they are said to have favor. Favor grants to the total value in a test of fate.
When negative factors would hinder an adventurer, they have disfavor. Disfavor subtracts –3 from the total value in a test of fate.
Favor and disfavor are not cumulative. You do not apply additional adjustments for having multiple helpful or hindering factors. For example, if you have several favorable factors, just note that you have favor and add .
Favor and disfavor cancel each other out. If there are both helpful and hindering factors, you simply make the test of fate as normal. Because favor and disfavor are not cumulative, you do not consider how many factors weigh on either side; multiple favorable factors may be canceled out by one disfavor factor.
Relevant motifs
If one of your motifs is meaningfully related to the test of fate, you gain favor on the test of fate. See “Motifs” on page 24 for more information.
Resolve
Resolve represents an adventurer’s fortitude as they pursue their quests—fortitude that dwindles as you go deeper and deeper into the Underworld. You may elect to spend a point of Resolve prior to a test of fate in order to gain favor on that test. See “Resolve” on page 32 for more information.
Aiding others
It is usually assumed that adventurers fill various niches and take on different roles during the Crawl. One is the scout and always does the reconnaissance, another is typically the watchman for the group, and another always forages for herbs. In these cases, the adventurer most suited for the task simply makes the test of fate. Sometimes, however, players will have the opportunity to work together on a test of fate.
If two players can collaborate meaningfully, the acting player gets favor () on the test of fate. Adding more people to the mix isn’t necessarily helpful. It’s usually best to let the best-suited adventurer take point and have aid provided by the person most interested in helping.
The caveat about aiding another is that both participating adventurers are affected by the consequences of the test. If the test of fate is successful, both succeed. If the test fails, both adventurers fail. However, it’s important to note that the player who takes the lead and actually draws gets to determine whether or not they push fate. In the case of great failures, both adventurers are affected equally.
Example test of fate with favor
Dorian: Alright, I’m going to try and pick the lock on the door with the crank on it.
GM: Sure. You have lockpicks right? Go ahead and test fate with Pentacles.
Chirm: Can I try and help?
GM: How would you help?
Chirm: Uh, like, standing beside Dorian and watching what he does and giving him advice.
GM: Usually lockpicking is sort of a solo activity just because of, like, space considerations. Do you have a motif that would justify giving advice?
Chirm: I mean, she is a “Wealthy Artificer.”
GM: Sure, as an artificer, I can see her knowing a lot about locks and mechanisms. Dorian, take favor.
Dorian’s player draws and gets an Ace of Wands.
Dorian: Oh no. I got a 1. OK, even with favor and my Pentacles score, that’s only a 7 total. Do we want to push?
Chirm: I don’t know. I don’t really want to risk it.
Dorian: Me neither.
GM: OK. So even with Chirm’s advice, Dorian, the door’s lock seems really inscrutable. The two of you can’t figure it out. If you can’t pick the lock, what are you all going to do?
Bound by fate
Whether you succeed or fail, your results are bound by fate. You cannot retry the same test unless the circumstances significantly change. If you fail to pick a lock, that lock is beyond your adventurer’s abilities. If you fail to climb a wall, that wall is unclimbable.
But maybe the warrior in the company can bash down the door. And maybe the sorcerer has a magical cloak that allows you to fly over the wall. You’ll have to find another way past an obstacle if you fail in the test.
You can also attempt a test again if the circumstances significantly change. Significant change usually means new ideas, new tools, or a new twist on an old situation.
Because His Majesty the Worm is a fundamentally collaborative game, fellow guild members are also bound by fate. If one person attempts something and fails, it’s established that it cannot feasibly be done at present. No fair having each guild member try successively until somebody succeeds. However, additional guild members can attempt alternate methods to bypass the obstacle.
It’s important to note the GM is also bound by fate. The GM may not call for multiple frivolous tests to see if an adventurer can accomplish a single task. The more times a successful test is reattempted, the more chances the player has to fail. The GM may only call for repeated tests when the situation meaningfully changes.