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[2.2] Stat checks

   Throughout the game, characters will be required to test their skills and abilities in a variety of situations. The outcomes of these attempts are rarely predetermined, so a lot is left up to chance. That is where the dice rolling come in.

   The standard stat check first takes a number that is based upon a character's skills or attributes. This is explained more in-depth below, in the Attribute Checks and Skill Checks sections. Then certain modifiers may be applied to that number, depending upon various situational variables and the difficulty of the task being attempted. The Attribute/Skill ratings with the situational modifiers applied is known as the Base Score, or just Base. Finally, 2d10 is subtracted from the Base, giving the final value, the Success Level. If the Success Level is greater than or equal to 1, the attempt succeeded. The higher the Success Level, the more impressive the success. Some actions provide special benefits when a Success Level is high enough.

   On the other hand, if the Success Level is zero or less, the attempt failed. How badly the attempt failed depends on the Success Level. A Success Level that exactly equals zero means that the character just barely didn't make it. In most cases, a Success Level of 0 indicates that the character can try again without any problems. Lower negative numbers indicate more and more spectacular failures.

   There are also special cases considered Automatic and Critical successes and failures. When the two dice rolled are both 1's, it is either an Automatic or Critical Success, explained below in section 2.2.7. If both dice roll 0's, it is an Automatic or Critical Failure, which is explained further in section 2.2.8.


[2.2.1] Attribute Checks

   Occasionally a situation will arise where a character needs to attempt an action that is too general to fit under any one skill. For a person attempting to lift a heavy load, the most logical conclusion would be to base it only upon their Strength rating, and so on for the rest of a character's attributes.

   Attribute Checks take the applicable Attribute score, double it, apply any situational modifiers, then subtract 2d10 for the final result. Keep in mind that Attribute Checks are fairly uncommon; the skills are designed to be general enough to cover a variety of situations.

   Example:


[2.2.2] Skill Checks

   Most stat checks in the game will be Skill Checks. Skills checks are used when the action a character is attempting can be correlated directly to one of their skills. For example, firing a revolver would use the Combat: Handgun skill, and trying to evaluate the worth of an antique vase would depend upon their Appraisal skill.

   To calculate the Base Score for a Skill Check, the player takes the character's rating in the skill being used, and adds to it the skill's parent Attribute. Many skills have only a single parent attribute; it is the physical or mental characteristic most closely tied to the skill in question. However, some skills may have a main parent attribute, with other attributes to be used in special situations. The Astronomy skills relies entirely on Intellect, since it is mainly memorization of figures and procedures. A field such as Neurology depends heavily upon Intellect for the remembering and diagnosing of various disorders, but when performing brain surgery, the Neurology skill would depend upon Agility for steady hands. The Pick Lock skill is generally Agility-based, but may call for Intellect when trying to open an electronic lock.

   Each skill description lists its primary parent attribute, and those with special cases will also specify what alternate parent should be used in any particular circumstances.

Example:

   Daniela Taylor is trying her damnedest to follow the trail left behind by a group of three men that passed through the woods several hours ago. Daniela's Tracking skill is a 4, and in its parent attribute, Intuition, she has a rating of 6.

   The Game Master decides that the tracks, though an hour old, are not too difficult to follow, because of the number of people in the group, and the moist forest ground was fairly receptive to footprints. He rules that the difficulty of this attempt is a +2, which is moderately difficult. Daniela has a Base Score of 12, and rolls her two d10's. She gets a 1 and a 7, giving her a Success Level of 4 for this attempt. She follows the trail of trampled ground and broken underbrush fairly easily.

   After several minutes, the GM decides Daniela has to make another skill check to continue tracking. She has the same Base, but this time rolls a 4 and a 9 on her ten-sideds, giving her a Success Level of -1. She has lost the trail of the men for now. The Game Master reasons that she can search the area and gives another attempt after one in-game minute has passed.


[2.2.3] Resisted Actions

   Sometimes a person's attempt to perform an action is being directly opposed by somebody else. Examples of this would be arm wrestling, tug-of-war, playing poker, a stare-down contest, and many others. Resisted Actions are any situations where two (or more) people's skills/attributes are put into direct and opposing competition.

   For a resisted action, all parties involved make a standard skill or attribute check. The person with the highest Success Level is considered the "winner". Their Success Level is then modified by subtracting the second-highest result, giving an all-new Success Level. This final rating can now be used to determine just how successful the attempt was, if applicable. In a resisted action, even a negative Success Level can indicate a success, as long as everyone else involved got even lower rolls.

   If two or more people tie for the highest Success Level, then usually the struggle will continue on, but everyone who didn't tie for highest will be left out of the next attempt. If five football players are struggling for a fumbled football and two of them tie for highest rolls, those two continue grabbing for the ball in another roll, while the three that didn't make it have lost sight of the ball or are no longer able to reach it.

Examples:

   Johnny, Franky, and Richard are all playing 5-card draw. Rather than actually playing out a hand, their players opt to instead use their characters' Gambling skills. All three of them calculate their base scores and subtract the roll of 2d10. Johnny ends up with a -3, Franky with a 1, and Richard with a -2. Franky wins, since his Success Level was the highest. He then subtracts Richard's (the next highest) score, ending up with a new Success Level of 3 (1 - -2 = 3). In a poker hand, it's not important by how much a person won by, so the new Success Level of 3 doesn't really mean anything.

   Having played several hands of cards, both Franky and Johnny reach at the same time for the last beer in the cooler. Both try desperately to pull the can out of the other's hands. The two each make Strength checks, Franky's a -5, Johnny's a -1. Even though they both got negative scores, Johnny's was higher, so he manages to wrench the can out of Franky's fingers. He makes a mocking gesture as he downs the drink. His new Success Level of 4 (-1 - -5) is unimportant in this context.


[2.2.4] Difficulty Modifiers

   Undeniably, some actions are harder to perform than others. It is much easier to, say, shoot a non-moving target from a steady stance than it is to hit a running man with a quickly snapped off shot. Keeping your balance while walking along the curb is simpler than crossing a wet tightrope suspended in high winds.

   Every action attempted has some Difficulty Modifier attached to it, even if the modifier is +0. Modifiers are assigned by a Game Master or judge depending upon the inherent difficulty of the task at hand. This isn't always an easy thing to do, deciding upon an appropriate modifier, so many example modifiers are provided for specific actions throughout the text of this manual. Difficulty modifiers are cumulative; in other words, if there are two distinct and separate characteristics of the situation at hand that make it harder or easier, they are added together. In the tightrope example above, the two qualifiers are: the tightrope is wet, making it more slippery, and there is a lot of strong wind, making it more difficult to keep one's balance. Individually they make the task harder. Together, crossing that rope is even more difficult still.

   A very general list of difficulty modifiers here. For the most part, modifiers range between +20 for exceedingly, child-like simple tasks, to -20 for the most ridiculously outrageous attempts. An over-all modifier of +0 indicates that the action is fairly difficult to attempt. A skilled person would, on the average, have a 50/50 chance of success. At -9, the most skilled and celebrated grandmaster of the field has a 50/50 chance of succeeding. That should hopefully give you some indication of how to relate the difficulty modifiers to the desired chance of success or failure.

DifficultyDescription
+20No way to fail
+18Nearly impossible to screw up
+15Only an idiot has the slightest possibility of blowing it
+12Very simple
+10Simple
+8Fairly easy
+6Moderately easy
+4Somewhat difficult
+2Moderately hard
+0Difficult
-2Tricky
-4Rather tricky
-6Very difficult
-8Exceedingly hard or complex
-10Frighteningly difficult
-15Nearly impossible
-18Impossible
-20Beyond impossible


[2.2.5] Success vs. Failure

   As was mentioned above, the higher the Success Level, the more successful the attempt was. In contrast, the lower the Success Level, the more spectacular failure.

   There aren't any penalties to a Success Level of 1. You did the deed, you got the job done. In many cases, a Success Level of 1 is just as good as any higher number (i.e. when jumping a ravine, as long as you make it over, everyone's happy). A lot of the time, though, a higher success indicates much improved results. When repairing something, a high success roll could indicate it's been fixed to near mint condition. On an attack, a higher Success Level might produce more damage because a vital area was struck. With successes, a 1 is acceptable, a 5 is good, a 10 is impressive, a 15 is spectacular, and anything above is miraculous. Of course, it's up to the GM or Judge to decide on the actually game play results of a successful roll. Most skills will specify if a higher success roll will provide increased benefits to a character.

   The Success Level value of 0 can be a strange nebulous place to be. For an attack, a 0 is a miss. A close miss, but you failed to hit the target. When jumping a ravine, though, a 0 could very well indicate you didn't quite make it, your chest hitting the top edge of the other side, fingers desperately digging into the rocky ground to keep from falling to your death. For a surgeon, a 0 means that they didn't improve matters any, but at least they didn't make the patient worse. A zero Success Level can usually be followed immediately by another attempt (see Second Tries).

   For negative Success Level, the situation is even worse. Even a -1 to a ravine jumper means that they've missed the far edge of the chasm completely. It was just beyond the reach of their fingertips as they crashed into the rock wall. Attacks with negative Success Levels are clear misses. Area of effect weapons, like grenades, hit even further away. Lower negative numbers can indicate drastic failure. Not only has the surgeon failed to close a wound with a Success Level of -6, but a slipped scalpel has just cut a major artery by mistake. As much as I hate to leave Game Masters in a gray area, the effects of failure really very much depend upon the situation and the initial difficulty of the action. With a very very difficult action, you have to expect failure, while failing a simple action can be a so much more spectacular a screw up, because the task was so simple they'd have to really mess up to fail.


[2.2.6] Forgoing the Stat Check

   It is not always necessary to actually make the roll. For any action the Game Master concludes there is no reasonable chance of failure, he can rule that the character succeeds without effort. Or, any time a Base Score is over 15, the die roll can be skipped and it can be assumed that the character performed the action without problem.

   The downside to this "assumed success" is that the ensuing Success Level is only a "1". So, for those actions where a higher Level indicates more impressive success, an assumed success indicates only a mediocre outcome. So the circumstances in which assumed successes are used are: when the outcome of the situation does not really rely upon how high the Success Level is, and when the character does not want to face the 1 in 100 chance of getting an Automatic or Critical Failure.


[2.2.7] Automatic and Critical Successes

   Rolling double 1's on your stat check is a special case. Not only is it the best roll you can get in a stat check (it only subtracts 2 from your Base), but it also has one of two important effects by itself, depending upon the character's Base Score.

   Normally, if a person's Base is 2 or less, there is no way they can succeed at an action. Even the lowest possible roll on a 2d10, 2, will result in a 0, a failure. However, even if normal success is impossible, a roll of double 1's results in an Automatic Success! Thus, it is possible for even the most unlikely person to succeed through sheer luck. The Success Level for such a roll is considered a "1" for purposes of determining just how successful the attempt was.

   If, though, the character's Base is greater than 2 and double-1's are rolled on the 2d10, it is considered a Critical Success, meaning not only did they manage to complete the action, but they did a superior job of it. Their Success Level is increased by 5.


[2.2.8] Automatic and Critical Failure

   While double-1's indicates an automatic or critical success, double-0's (which are really double-10's) causes the opposite effect.

   Rarely does a character need to make a Stat Check where their Base is over 20, because of the ability to forgo the stat check. But there are times when a character requires a very high Success Level, so they roll the dice anyway. Even though the Success Level is greater than 0, if the dice come up double-0's (double-10's), it is an Automatic Failure. The Success Level now becomes a 0, indicating that the character just barely missed achieving their goal. It is up to the GM whether or not to allow a second attempt.

   The situation is even worse when a player gets a roll of double-0's that results in a Success Levels less than 1. Not only did they fail their attempt (which is indicated by their Success Level value), but they suffer a Critical Failure, also known as a Fumble or Critical Fumble.

   Fumbles can give a GM or Judge the chance to introduce extreme chaos into a situation. In combat, a fumble may result in a simply jammed weapon, or could involve the hitting of a friendly target, or a catastrophic failure in the weapon itself, resulting in an explosion. The section on Combat has several tables on possible combat-related fumbles. Fumbles that occur in other situations are generally left up to GM to determine what could be the worst possible thing that could happen. An appraiser might mistake a cheap knock-off to be a priceless Monet, a negotiator might make an unknowingly offensive remark to a person's heritage, or a surgeon may end up removing the wrong piece of anatomy.


[2.2.9] Sustained Actions

   There are times when a person needs to accomplish something that is not really a one-shot deal. The process may involve continual effort to produce a desired outcome. These are referred to as Sustained Actions, and can be used at the discretion of the Game Master or Judges. Some examples of sustained actions are arm-wrestling, pushing a heavy cart up a steep incline, or perhaps hacking into a system through a long, complicated procedure. The whole point of the Sustained Action concept is to provide a sense of prolonged suspense or tension in the game. If desired, it can left out entirely in favor of a single stat check.

   The first thing that needs to be established in a sustained action is the Goal Total. The Goal Total, or Goal, is a number that the player attempts to achieve. For a sustained action, the player continues to make Stat Checks until the sum of all Success Levels for those checks, called the Success Pool, equals or surpasses the Goal. As each stat check in a sustained action takes a particular amount of time (decided by the GM or Judge), the Goal Total is tailored to indicate about how long the action will take, based upon the expected Success Level per check and the length of time each check will take. When a stat check is successful, above 0, the Success Pool increases. When the check is not successful, a 0 or negative number, the Pool decreases by 1, or the GM/Judge can opt not to have the Pool decrement at all. In the case of a Critical Failure, where two 10's are rolled for the stat check, the character is considered to have completely failed the sustained action in some way. This is also the case if the Success Pool falls below the negative value of the Goal Total.

   Choosing an appropriate Goal Total and difficulty for sustained actions is important. For instance, let's look at the example of pushing a heavy cart up a steep incline. This Strength-based action has several key variables to it: how heavy is the load, how steep is the incline, how firm is the footing, and how far is the distance to the top. When deciding on a difficulty, the most important consideration is the possibility of losing ground. In this example, the footing on the incline and its steepness determine the likelihood of slipping and sliding backwards. If we think it is unlikely that the character will slip at all, we can give a difficulty modifier in the range of +10. If the ground is very muddy or covered with unstable rocks, or the incline is at a very high angle, we could assign a modifier +0, or -5 if it was both slippery and steep.

   To decide on a Goal Total for this action, we decide how long we think it might take the average person to complete it. In this case, judging by the height of the incline, the weight of the rocks, the sureness of the footing, we say that an average man could push the cart to the top in about ten minutes. Next, we determine the average Success Level per stat check for the average Joe. For Strength, an average Base is 11 plus any modifiers. In our example, the incline is steep, but not slippery, so we assign a difficulty modifier of +1. The average Base is Okay, now decide how many checks should fit within that average time. Should we pick 10 checks, each check will take 1 minute. If we prefer 5 checks, then each check will take 2 minutes for this example.


[2.2.10] Second Tries

   The rule for Second Tries applies specifically to any action that checks your skill against a task with unchanging parameters. Combat, for instance, does not fall under this definition, since the events are very fluid and always evolving. Some examples of tasks that do fall within this category are writing a program, hacking into a system, repairing a device or machine, picking a lock, lifting a heavy weight, searching an area for a specific target, or solving a puzzle.

   The first thing that the Game Master must decide is how long the first attempt took. This, of course, is wildly variable and depends upon the circumstances in question as well as the Success Level of the failed previous stat check. While the GM may rule that little time passes between the first, failed attempt to pick a lock and the next try, it may take several hours after a roll to fix a complex system (such as a car engine) before another stat check can be made. ("Well, I disassembled the motor and replaced a few parts, but the damn thing keeps stalling. There goes a few good hours down the drain.") In general, the most vital contribution between the time lapse is the complexity of the system in question, with only a minor nod to the Success Level of the previous attempt.

   If there is still time for a second try, the GM may now apply additional modifiers to the task. The factor that has the biggest affect on additional modifiers is the previous attempt's Success Level. If the first try failed abysmally, it may have adversely affected the situation; made it worse. ("Uh oh, I think I broke something...") On the other hand, if the previous stat check produced a relatively high Success Level (like -1 or 0), the GM may rule that the character failed to resolve the situation, but gained new insight the problem. ("Oh, wait, I think I know what the problem is now...") Additional modifiers may range from -5 (for a really bad screw up) to +5 (for a near success), but this is completely up to the GM.

   The phrase "second tries" does not really limit characters to only two attempts at resolving any problem. The GM can grant as many attempts as he or she sees fit.



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