Secure challenges typically involve preventing a creature's mind from changing.


  • Your party wants to convince an NPC not to give up in the face of a dire enemy.
  • Your party experiences hopelessness and grief, and needs to summon the strength to move on again.
  • Your party needs to ensure the loyalty of guards to the king, making sure they cannot be bribed, and that there are no spies.
  • Your party wants to keep the sleeping world-destroying monster from waking up.
  • Your party is arguing against a persuasive politician.

Challenge Flow

At the start of the challenge, the party determines what belief they want the NPC to be secure about, and the GM declares that causing this indoctrination is a Secure Challenge. At that point, the entire party attempts to reassure the NPC of what they already believe, using their Secure skills to achieve victory.

Victory and Failure

Each individual success in a Secure Challenge defeats a persuasive reason for change. Perhaps you argue against taking up bribes by threatening torture for those exposed, or you sing a soft lullaby to keep the world-destroying monster asleep.

Victory in a Secure challenge means that the NPC's course of action is unchanged. This might not lead to the outcome you desire, necessarily, but the beliefs of the NPC will be secure.

Each loss in a Secure Challenge causes the NPC to waver, perhaps swaying their decision, letting an argument take hold.

Total failure in a Secure challenge means that the NPC is swayed away from their course of action. In addition to any narrative ramifications, the party has spent time and possibly gil on the convincing, and may be facing a combat if the NPC was swayed to become hostile to the party.

The Secure Check

Roll your skill, and compare it to the Difficulty of the Secure Challenge. If you beat the Difficulty, you gain one success. If you don't, you gain one loss, and suffer the Hazard. When the number of your successes meets the Requirements for the challenge, you achieve victory. If the number of your losses ever rises above the Threshold for the challenge, you fail.

Skill Abilities

Instead of making a Secure Check, you could also use one of your Skill Abilities to have a certain outcome result. Skill Abilities may add successes or reduce Requirements, subtract failures or increase the Threshold, add to future Secure checks, or lower the Difficulty, depending on the ability used. Skill Abilities do not require Secure Checks: their effects are automatic, when you decide to use them.


An enemy of the PC's has convinced a group of soldier to try and apprehend them. The party argues that the soldiers should listen to their hearts instead of that enemy. The GM has decided that the guards don't really want to arrest the PC's, but feel like they have to, so the Difficult is low, but the Requirements are a little high.

The Weaknesses of Shinryu
Difficulty: 16 Requirement: 8 Threshold: 4
Hazard: Each failure means that the NPC's advance further on the PC's, getting more and more ready to apprehend them. Total failure spurs a combat where the NPC's try to subdue the PC's.
Progress: The party begins to convince the guards to leave them alone, to say "they got away," or "we didn't see 'em."
Victory: The guards are convinced, and leave the PC's alone. The party won't have to risk being arrested again, though if they don't lie low, another group might threaten them.
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