CC B Hardship

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==Hardship==
Although there are now more Burrowers traveling throughout Human lands than ever before, many still never leave the area that gives rise to their consciousness, and their Jewel Heart. But you did leave that place behind, even if only recently. One of the primary reasons why a Burrower might abandon her stationary lifestyle is due to the imposition of some form of danger, trauma, or obstacle in her life. Though it is not always out of shame or defeat that one might run away. Sometimes, out of the greatest tragedies, new opportunities are born. 
It is now time to determine what Hardship you met which drove you to leave the confines of your birth place for the greater world. 
===Selection Methods===
There are four methods of determining which Hardship that you faced in your early life:
*Intentional: Choose a Hardship (get GM approval by having a good reason).
*Creative: Add one of your own (work with the GM to establish the Skill Test, outcomes and Effects before rolling the test).
*Comprehensive: Divide Social Class by 2 (round down), subtract 1, and add a d9 roll. If less than 1 or greater than 12, treat as 1 or 12 respectively.
*Random: Roll a d12.
Regardless of which Hardship you face, no one gets to choose whether they managed to rise to occasion and beat whatever Hardship confronted them, or collapsed under the pressure. As such, you must select one of the two Skill Test options listed with your Hardship, and make a Skill Test with a Difficulty 5 using the Attributes and Skills accumulated up to this point.
Hardship	Hardship 	Hardship 	Hardship
Result 	Hardship 	Skill Test Option 1 	Skill Test Option 2
1 	Prejudice 	Intuition (Rapport) 	Willpower (Discipline)
2 	Displacement 	Coordination (Handicraft)	Willpower (Survival)
3 	Withering 	Intellect (Investigation)	Willpower (Leadership)
4 	Exploitation 	Coordination (Labor) 	Coordination (Handicraft)
5 	Attachment 	Intellect (Medicine) 	Willpower (Survival)
6 	Exhaustion 	Willpower (Discipline) 	Coordination (Handicraft)
7 	Fracture 	Intuition (Rapport) 	Fitness (Resilience)
8 	Solitude 	Coordination (Handicraft)	Intellect (Investigation)
9 	Conflict 	Intuition (Awareness) 	Willpower (Aggression)
10 	Suspicion 	Coordination (Athletics) 	Intuition (Stealth)
11 	Crisis of Faith	Intellect (Investigation)	Willpower (Discipline)
12 	Purposelessness	Intellect (Scholarship) 	Intuition (Rapport)
==How to make a Skill Test==
Roll a number of dice equal to your Attribute, of size equal to your Skill. You count any dice that roll 6 or higher as a "Step" and compare the total number of Steps to the Difficulty. 
Because the Difficulty is 5, if you score 5 Steps (a Success) or 6 or more Steps (a Victory) on your Skill test, you achieve the result of Overcame.
If you fall just short of the Difficulty (by only scoring 4 Steps) on your Skill test, this is called a Dilemma, and you achieve the Survived result.
If you miss the Difficulty (in this case by scoring 3, 2, 1, or 0 Steps) on your Skill test, this is a Failure, and you achieve the Surrendered result.
Use the result from this Skill Test to discover the outcome and incorporate the entire ordeal in your Background Summary. Keep in mind that you are more than welcome to reinterpret the nature of the Hardship and the resulting Outcome in whatever way you would like. The provided terms and explanations are just suggestions, not at all set in stone.
== Next Step ==
Go to the appropriate page based on the result of your Skill Test:
Overcame
Survived
Surrendered
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