Skill modifications are more common in combat than otherwise, but may be used on occasion for non-combat skills.
Always round to the closest whole number if you end up with fractions
after applying a modifier. Feel free to consistently round x.5
Note that 00 followed by 00 is always a fumble.
If a skill check roll is 01-05, there is a chance of a perfect
success. Roll again and if the roll is lower than or equal to the
(unmodified) skill value, the result is a perfect success. If it is
higher, the result is a special success.
An attribute roll is calculated from the relevant attribute and a
difficulty multiplier; the result should be rolled under or equal on
one D100 to succeed.
Attribute rolls can never be anything but ``successful'' or
``failed'', so there's no reason checking for fumbles or special or
perfect successes .
To make this faster, refer to this table:
Emma's character Joanne is about to roll for spotting hidden
things. Joanne's ``Spot hidden'' is at 56%, but the GM decides that
this is a hard roll, since not only is Joanne under fire, but there
have been multiple smoke grenades set off. Multiplying 56% by 0.6
gives 33.6%, we round that up to 34%.
Emma rolls 51, thus Joanne fails her ``Spot hidden'' and will have to
try later. Meanwhile, Joanne dashes towards cover.
Perfect, special and fumble results
If a skill check roll is 95-00 (that is, 100), there is a risk of
fumbling. Roll again and if the roll is higher than the
(unmodified) skill value, the result is a fumble. A fumble is, in
general, worse than just a fail (there are more specific fumble rules
for combat on p.
Fumble
), so a fumbled Spot hidden
roll may end up with the character thinking there is a hidden trapdoor
where there's only cracks in the floor.
Perfect and special successes
Attribute checks
Attribute rolls are used to check for things where there are no
applicable skills in the rule book (or when there are suitable skills,
but a character doesn't have the skill in question3.1).
Normal attribute checks
Emma's character Joanne is diving towards cover because she is under
fire. Unfortunately, there is no skill called ``Dive for cover'' (we
could, possibly, use Dodge, but we won't), so the GM asks Emma to roll
an Easy AGL check.
Joanne's AGL is 15, that means an Easy check is 94%. Emma rolls 18,
so Joanne succeeds in finding cover.
Whenever two attributes are set in direct conflict (say, trying to
break down a door or lift something extremely heavy), you can use an
opposed attribute check. There is a simple formula to calculate the
relevant percentage for success, start at 50% for equal numbers and
for each step higer (lower) just add (subtract) 5% [
(Att - Def )*5 + 50
Opposed attribute checks
Footnotes
Ingvar
2007-07-07