>>6019563Priorities indeed! Your eyes shift to your wrecked ship. There's your starting point - but you're not much of a hunter. This is going to be tough.
<span class="mu-b">Trials: Non-combat checks</span>
Every Trial has a hidden difficulty identified as a range (for example, from 17-22). There are three possible results: Failure, Success, and Great Success. Success means that you landed within the difficulty range, whereas the other results mean you landed above or below the range. Naturally, a Great Success produces the best outcomes.
You'll roll a d20 and add your bonus to get your result, however, you can also lean on your Combat Deck to boost your result before you roll it. Your Combat Deck consists of 20 cards that have your abilities. You can draw a maximum number of cards identical to the corresponding bonus, but every card you draw will be 'exhausted' and removed from your deck until after your next combat encounter.
When you draw a card, it'll be untagged, Minor, or Major. Untagged cards contribute 0 points to your roll. Minor cards contribute 1, and Major cards contribute 3. This process represents pushing yourself for the desired outcome and your character may reflect exertion as a result.
In short:
>You're trying to track down your squad, but your MIND attribute isn't great and it's a difficult task.>Optionally draw up to 2 cards from your Combat Deck to exclude them from your next combat for the chance that they boost your die roll (I will RNG out your cards after you roll).>Roll a d20 and add your MIND bonus.