- Skill test summary
- Critical success & failure
- Some skills take time
- Skill synergy
- Assisted tests
- Opposed tests
- Secret tests
- Flip the results
- Common and special skills
- Fury & chaos dice
- Fortune pool
Skill test summary
Skill Tests are made with rolling a d100. If it's equal to or
lower than the Total Chance, it's a Success, otherwise a
Failure.
Your Base Chance
is the appropriate Primary Attribute plus your Skill Ranks
(perhaps modified by your Peril Condition),
plus any modifiers from Talents or Traits. The sum of
theses modifiers cannot exceed -30 or +30.
Base Chance is
modified by Difficulty Rating (from -30 to +30) to get the
Total Chance.
Difficulty rating
|
Description
|
ARDUOUS
|
Apply a -30% penalty to Base Chance
|
HARD
|
Apply a -20% penalty to Base Chance
|
CHALLENGING
|
Apply a -10% penalty to Base Chance
|
STANDARD
|
No penalties or bonuses
|
ROUTINE
|
Add a +10% bonus to Base Chance
|
EASY
|
Add a +20% bonus to Base Chance
|
TRIVIAL
|
Add a +30% bonus to Base Chance
|
Critical success & failure
A Match is when both dice show the same number, and it makes
the result more impactful: either a Critical Success or a
Critical Failure, depending on the result.
A Skill Test of 100 or greater is missed (critically) if 00 is
rolled.
A Skill Test of 0 or greater is succeeded if 01 is rolled
(critically, despite not being a match).
Some skills take time
If triple time is
allocated to a task, it might lessen its difficulty; on the other
hand, hasty attempts become more difficult.
Skill synergy
The GM might
arbitrate (upon player request) that a certain Skill synergies with
another, granting you +10 Base Chance.
Assisted tests
Assisting another
character requires you to have at least 1 Rank in the Skill to be
tested. Lend an Assist Die to the player who makes the test.
They may use the result on the Assist Die instead of their own tens
for a better outcome. However, Critical Failures are prioritized even
more (that is, no swapping is allowed to avoid it, and swapping must
occur if possible to get it). Only one Assist Die can be gained.
Opposed tests
Opposed tests
are won by whoever has more Degrees of Success or the one that
obtains a Critical Success. In case of Critical Failure,
the test is lost.
When a Test
succeeds, Degrees of Success can be determined by adding the
tens value of the rolled result plus the relevant Attribute Bonus.
Secret tests
When the GM doesn’t
want you to know if a Test is successful or not, you make a Secret
Test. The GM secretly determine the Difficulty Rating and you
announce your base score and roll the dice.
The GM only reveals
the result in case of a Critical, otherwise he will interpret the
dice and explain in narrative terms what happens.
Flip the results
Sometimes you are
allowed to Flip the Result to Succeed, meaning you may swap
the tens and ones on the result rolled for a more favorable outcome.
Similarly, if you
have to Flip the Result to Fail, you swap the tens and ones to
get a less favorable outcome.
Common and special skills
Common Skills
can be tested by anyone, using only their relevant Primary Attribute.
Special Skills
may also be tested by anyone using their relevant Primary Attribute,
but they have to flip the result to fail.
Fury & chaos dice
The Fury Die
is a special D6 that is used in combat. Whenever it lands on a face
“6”, reroll the result and add them together. This rule is
recursive.
The Chaos Die
is a special D6 rolled under given circumstances. If it lands on a
face “6”, something terrible happens.
Fortune pool
If the last session lasts less than 4 hours, just use the remaining tokens and add half of what should be normally added (not exceeding what should be added). Also, in this case, keep half of the last misfortune tokens.
Using a fortune point
You can use a
Fortune points:
-
after a failed Skill Test (
not a critically failed) to re-roll the test, but you must accept the outcome; -
to gain an additional Action Point;
-
to treat the result of a Fury or Chaos Die as a “6”.
You can use two Fortune points:
- after a Critically Failed Skill Test to re-roll the test, but you must accpet he outcome.
Misfortune pool
Whenever a player
uses a Fortune Point, it immediately converts into a Misfortune
Point.
The GM may employ
the Misfortune Pool to take advantage of the same benefits as Fortune
Points for NPCs and creatures they control.
Recovering fortune points during the session
The following
occurrences add extra Fortune Points to the Fortune Pool:
-
+1 for scoring a Critical Success on a Social Tactic Test during a Complex Exchange;
-
+1 for scoring a Critical Success on a Resolve Test against Stress, Fear, or Terror;
-
+[number of players] at the end of a perilous journey;
-
+1 for employing Order/Chaos Alignment in a dramatic moment (at GM’s discretion);
-
+1 for spending an hour at a way-shrine praying and rolling a face “6” on a Chaos Die.
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