Skill rolls

While determining success in combat is easy – whoever gets more successes on their roll – determining success in SKILL rolls is a little more difficult. For this, we have the success charts.

WHAT CAN I ACTUALLY DO?

Skill roll results can be interpreted in one of two ways: duration and tasks.

If your GM opts for duration, your result will cover anything you do related to that Skill for a period of time, usually the scene. The GM may call for additional rolls if environmental factors change (discovering a new magical lock installed on the vault during a heist), but usually you’ll make the one roll and that’s it. In addition, anyone who rolls against you during that scene would use your result as their target (new security guards after changing rotation).

If your GM prefers a task-based result, assume you can accomplish one task per success as long as it’s related to that Skill. If you used Sneak to get into a locked building and rolled 3 successes over your target (if the building has guards, wards, or other security systems), you can use that roll to cover three tasks:

  • Entering successfully
  • Opening a door so your teammates can get in without setting off any alarms
  • Leaving successfully

The GM may choose another way of interpreting Skill roll results, but these two are the most typical. They may mix and match as needed.

UNCONTESTED ROLL

Use this chart whenever you are making a SKILL roll but have no targets rolling to oppose you.

RESULT CRITERIA
No successes, more than half your dice are 1s
No successes
At least one success (meeting the difficulty number or higher on a die)
More than half your dice are 10s (count exploded dice)

 

CONTESTED ROLL

Use this success chart whenever you and one or more targets are rolling against each other. Don’t use this chart for combat. It is for SKILL rolls only.

RESULT CRITERIA
No successes against your target
Fewer successes than your target
More successes than your target
Target has no successes and more than half of their dice are 1s

 

TIES ON A CONTESTED ROLL

If you and your target have exactly the same number of successes, you may choose one of three methods to resolve this. We strongly recommend your group picks one and sticks with it:

  • Everyone involved in the roll re-rolls until someone wins
  • Everyone involved in the roll rolls a single die – whoever rolls the higher value wins
  • The person initiating the roll must pick a different tactic – this one didn’t work – and select a different SKILL to use. The roll will then proceed as a normal contested roll.

DIFFICULTY

The difficulty of a skill roll will typically be 6; this means any result you get on a d10 which is 6 or above counts as a success. However, your target number can change depending on how difficult the GM believes the task to be.

The values on this chart are a rough estimate. Your GM may tune the difficulty number up or down depending on the specific circumstances you face.

DIFFICULTY TARGET NUMBER
4
6
8
10