Earning Tenacity
Tenacity is earned by failing. When a d20 test resolves as a failure, the actor picks up a Mote to spend later on a different roll.
What counts as a failure
Section titled “What counts as a failure”The Failure Detection setting decides which failed rolls grant a Mote:
- Critical Failure: only a natural 1 on the d20 grants a Mote.
- Automatic: any failure the system can verify grants a Mote. This covers saves with a known DC, single-target attacks where the roll total falls short of the target AC, and death saves below 10. A natural 1 always grants.
- Manual: the system never grants on its own. You hand out Motes with the +1 Tenacity button on roll cards.
Concentration saves and death saves do not earn unless you enable Allow Concentration Save Raises and Allow Death Save Raises.
See Settings.
Blind and GM-only rolls
Section titled “Blind and GM-only rolls”A roll is hidden when it is blind or whispered to GMs only. The Blind Roll Behavior setting decides how a hidden failure is handled:
- Exempt: no Mote is granted and the Spend dialog does not open.
- Grant, No Prompt: a Mote is granted, but the Spend dialog does not auto-open.
- Normal: the roll earns like a public roll.
See Settings.
The grant flow
Section titled “The grant flow”When a failure is detected, the GM client adds a Mote to the actor and stamps the chat card with a +1 earned pill. Players see the pill on the card that triggered the grant. No prompt, no confirmation.
With Grant Button enabled, every watched roll card shows a GM-only +1 Tenacity button. Clicking it hands out a Mote on rolls the system did not catch. A successful grant posts a “Granted name 1 Tenacity.” notice. When the pool is already full, a warning toast fires instead, reading {name} is already at max Tenacity. with the actor’s name filled in.
With Automatically Prompt on D20 Test enabled, the Spend dialog opens on the rolling player’s client after a watched roll resolves, provided they hold at least one spendable Mote for that roll. See Spending Tenacity.
The self-rescue rule
Section titled “The self-rescue rule”A Mote granted by a failed roll cannot be spent on that same roll. The Spend dialog filters out any Mote tagged with the current card’s id, so the available count drops by one for the roll that just earned it.
Failing a roll funds the next attempt, not the one just failed. When every Mote in the pool is locked to the current roll, the Spend button stays visible on the chat card but renders disabled. Clicking a disabled button does nothing.
Starting and maximum Tenacity
Section titled “Starting and maximum Tenacity”- Starting Tenacity: Motes granted to a new character at actor creation. This runs once per actor; actors already holding Tenacity are skipped.
- Tenacity Maximum: hard cap on the pool. Grants past the cap are dropped, not queued.
See Settings.
Pools clear on the trigger set by Reset Trigger. See Rest and Conversion for the reset cycle and the optional trade-in for Heroic Inspiration.
NPC support
Section titled “NPC support”The NPC Support setting controls whether non-character actors participate:
- None: NPCs never earn or spend Tenacity. Only
characteractors play. - Linked Only: NPCs with linked tokens earn and spend like PCs. Unlinked mooks are skipped.
- All: every NPC participates, linked or not.
When an NPC is allowed, every flow above applies: failure detection, the Grant button, the self-rescue rule, the pool cap, and the reset trigger. The badge appears on their sheet the same way it does on a character sheet.
For the rest of the spend loop, see Spending Tenacity and DC Reveal.