Performing a Skill
We advocate for a vibrant dynamic interplay between the players and the Game Master (GM). The GM is entrusted with setting the scene and dictating the actions of Non-Player Characters (NPCs), while players are tasked with describing their responses and engagement with the surrounding environment. When players aren't under any immediate pressure or when a skill test is relatively simple, we encourage a roleplay focused approach rather than leaning on dice rolls, as this can unnecessarily disrupt the flow of the game.
Nevertheless, there will be situations where players face intricate challenges or need to carry out simple tasks in strenuous conditions where failure is a possibility that can impact the story's narrative. During these times, the GM will prompt players to perform a skill check to ascertain whether they successfully perform their intended action.
Performing a Skill Check
When performing a Skill Check, players roll two dice corresponding to the Skill (provided they possess the requisite skill) and a single die for the associated Trait (indicated on the character sheet). Most skills can be attempted “untrained” in this case just a single associated Trait die is rolled. In the event any of the dice display their maximum value (i.e. the highest possible number on the dice), this triggers an "dice explosion". In a dice explosion, players re-roll the die and add the new result to the initial maximum value of each individual die. Die can explode more than once during a skill check.
Top Die Only Counts: A single die with the highest value (including explosions) is used when determining if the character's Skill Check was successful.
Dice explosions only transpire when there's a specified Target Number or an opposed test.
Determining the Target Number
When it's time for a player to perform a skill, the Game Master (GM) must establish a target number that the player needs to roll to succeed in their Skill check. Various factors can influence the difficulty of a task, and the table below serves as a guide for the GM in determining an appropriate target number:
The base Target Number is 4 plus modifiers deemed applicable by the GM. Adventures will often list modifiers that exist in particular scenarios due to things like environmental effects as an exmaple.
Base Skill Check Target Numbers
Difficulty | Target Number |
---|---|
Basic | 2 |
Standard | 3 |
Moderate | 4 |
Demanding | 6 |
Formidable | 8 |
Monumental | 10 |
Esoteric | 12 |
Social Skill Check Modifiers to Target Number
Situation | Modifier | Description |
---|---|---|
Attitude to PC | ||
Close Contact | -4 | |
Friendly | -2 | |
Neutral | 0 | |
Suspicious | 2 | |
Hostile | 4 | |
Benefit to NPC | ||
Advantageous | -4 | |
Slight Advantage | -2 | |
Neutral/No Value | 0 | |
Inconvenient/Annoying | 2 | |
Disadvantageous/Harmful | 4 | |
Disastrous | 8 |
Other Skill Check Modifiers
Situation | Modifier | Description |
---|---|---|
Player has Wound/Strain | +1 per Wound/Strain | |
Moving/travelling at speed | +1-4 | |
Cramped Conditions/Confines | +1-4 | |
Stressful Situation | +1-4 | Attempting a non-combat skill during a fight |
Doesn’t have the right tools | +1-4 | Trying to pick a lock with a paperclip |
Untrained | 4 | Unless assisted by a skilled character |
The right tools! | - | Individual tools will provide a bonus to the player’s roll |
Group skill check (helping hand) | See Group Check | |
Threat Level | Per Threat level | Guard patrolling, trying to sneak by them |
Untrained | +4 |
Situational Skill Check Modifiers to Target Number
Situation | Modifier | Description |
---|---|---|
Group check | See Group Check | |
Situational | ||
Distracted | +2-4 | GM Decides |
Sight | ||
Tiny object | +4 | |
Action, Obvious | +2 | |
Object Brightly Coloured | -2 | |
Action, Not Obvious | -2 | |
Large Object | -4 | |
Weather, see Environmental | - | |
Sound | ||
Weather, see Environmental | - |
Environmental Skill Check Modifiers
Situation | Modifier | Description |
---|---|---|
Clear | - | |
Smoke, Fog, Rain - light | 1 | |
Smoke, Fog, Rain - Medium | 2 | |
Smoke, Fog, Rain - Heavy | 3 | |
Thunder - Nearby | 2 | |
Thunder - Booming | 4 | |
Glare - Weak | 2 | |
Glare - Strong | 4 | |
Glare - Blinding | 6 | |
Darkness | 8 |
Retrying a Skill Check
Generally, players are allowed to attempt a skill check only once. However, certain exceptions may allow for retries, some Tradecraft, Trade Secrets or Quirks grant the ability to reroll failed skill checks. The gamemaster can also grant rerolls if they deem it appropriate due to a significant change in circumstances. Examples of changed circumstances might include the player receiving the correct tools, acquiring a helpful manual, getting assistance from a skilled individual, or no longer being under pressure, such as attack.
Gamemaster Note: If a player chooses to approach the problem differently, presenting a creative or entertaining solution, even using a different skill to tackle the problem from a different angle. The Gamemaster may then grant permission for another skill roll attempt. This encourages players to think outside the box and explore alternative strategies when facing challenges, rewarding ingenuity and adaptability in the game world.
Assisted Untrained Skill Checks
In situations where a challenge arises and only one player in the group possesses the necessary skill, the group can opt for an assisted untrained skill check. Here, the skilled player leads, performing their skill check first. Any points scored above the target number create a shared pool that assists the other players lacking the skill.
Note: The GM has the final say on when assisted untrained skill checks are applicable. This approach should be used judiciously, suitable for scenarios like a group Stealth check, but not for tasks requiring specialised expertise, like performing surgery.
Modifiers Each additional character participating in the assisted check increases the target number by +1.
Example: A group of four players, including Ray, who is the only character trained in Stealth, are attempting to sneak past guards into a warehouse. Ray, as the leader, coordinates the group's movements to maximise stealth.
Base Target Number (TN) = 4
- +3 (for assisting three teammates)
- +2 (for the highest NPC threat level, of the guards)
- +1 (for the second guard)
GM has chosen to apply some situational modifiers
- -2 (guards are distracted, talking and relaxed)
- -2 (conditions are dark and foggy)
Target Number = 6 (10 - 4)
Ray rolls for Stealth against TN 6 and scores 14. This success generates a pool of 8 points (14 - 6) for the others to use.
Player 2 rolls a Dexterity Trait check; the highest roll is a 5 and uses 1 pool point to reach the needed 6. The pool is now at 7 points.
Player 3 rolls a 3 and uses 3 pool points also to succeed. The pool is reduced to 4 points.
Player 4 needs to roll at least a 2, avoiding critical failure. They roll a 3 and use the remaining pool points to succeed.
With this strategy, the entire team successfully avoids detection and stealthily bypasses the guards.
Group Skill Check
The concept of "two heads are better than one" is embodied in the group skill check mechanic. Characters with training in the same skill can collaborate on tasks where such teamwork is feasible, pooling their expertise to achieve a common objective.
Modifiers
For each trained character participating in the group skill check, reduce the Target Number by -1. Then, each character involved rolls their Skill Check.
Applicability
Group skill checks are effective in scenarios where multiple skilled characters can logically contribute. For instance, an Engineering skill check to repair a vehicle with multiple mechanical problems, like engine or hover system issues. This requires not only the relevant skill but also the necessary tools and sufficient space for the characters to work.
Limitations
There are situations where group skill checks aren't feasible. An example is attempting to crack a safe using the Intrusion skill, where typically only one character can work on the safe at a time.
GMs should exercise discretion in determining whether a task is suitable for a group skill check and the applicable modifiers. This is also an opportunity for the players to come up with interesting ideas as to why they should be allowed a group skill check.
Example Scenario - Skill Test
While in negotiations with a local outlander gang, the character with Intuition picks up on non-verbal clues from the gang members body language that they are about to attack; while the character with Intelligence scans the meet location and realises the gang members have started moving, positioning themselves in such a way as to provide a tactical advantage.
It is the Game Master’s decision whether a character's skill provides this information without a Skill Check (the gang members are not overly subtle in their intentions and any character with either skill pickups up on what is about to happen automatically) or the Game Master may decide a player must be actively be using the skill because the gang (not successfully are trying to hide their intentions), such as a player stating “I use my Intuition to get a read on the gang” or “Using my Intelligence training I scan the meet looking for signs of an ambush”. In either case, no roll is required and the story progresses organically. If the players are facing a well disciplined mercenary group with training however, the clues may not be so obvious and a Skill Check is required to notice the meet going sideways.
We encourage Players & Game Masters to discuss the type of game they want to play during session zero so it’s clear when players need to state they are using a Skill and when Skill Check rolls are required.