SKILLS

Your skills (and how you use them) are what truly defines your character. Whether it's figuring out how to disable a complex trap, make a death-defying lead across a chasm to safety, or navigate a treacherous wilderness, it's all done with Skills. A character’s rank in a skill is based on how many skill points a character has accumulated in that skillset and whether the skill is a Trained or Mastered. (See Feats for more information on Training or Mastering skills.)

SKILL CHECKS

When your character uses a skill, you make a skill check to see how well you do. Your result must beat either the Target Roll (TR) or the result of an opposed skill check for the check to be successful. If you roll a number less than the TR, you fail your check. If you roll a number greater than the TR, you succeed.

The GM is responsible for deciding which Skill or knowledge is relevant to a particular task. Since these questions can often be tricky, the GM should listen to the player’s reasoning why a particular Skill or Specialisation might apply. The final decision belongs to the GM, however.

TASK TARGET ROLLS
TR Task Difficulty Training Level
5 Extremely Easy Second Nature
10 Average Difficulty Basic Education
15 Difficult Secondary Education
Success above this TR is probably possible only under favourable conditions (when a situational bonus is applied) or by talented characters (who have a Trained Skill or Ability bonus.
20 Quite Difficult Advanced Education
25 Extremely Difficult Specialised Training Needed
30 Supremely Difficult A Lifetime of Practice
40 Practically Impossible Sheer Luck

TARGET ROLLS

The Target Roll (TR) is a number set by the GM that reflects how easy or challenging any given task is to complete. Walking across a tightrope may be a TR 15 task one time but may be a TR 12 task the next time (the GM decides the rope is thicker or more stable this time) or the TR may be 22 (a thinner rope with a stiff and erratic cross-breeze). The GM must take all variables into account when assigning a TR to a task and should endeavour to remain as consistent in selecting the TR of a task as possible. If the GM decides a “difficult” task has a TR of 20, then all “difficult” tasks should have a TR of 20.

Because each campaign is different, things that are second nature to someone in a cyberpunk world (hacking computers, uploading files) woud be totally foreign to someone in a 1950's spy world, and so while both characters could attempt the same process, it would be decidedly harder for the latter.

We’ve left it up to the GM to determine the values of the checks. GM’s should use Table: Task Target Rolls as a rough guideline when determining the TR of a task. For example, if a task required general intellectual ability (such as remembering the name of a person the character had met), a Mental check would be made. Determining the origin of a rare alien species would also require a check, but this task is governed by the Knowledge of Biology or Exobiology.

UNSKILLED ATTEMPTS

Often, a character will attempt an action for which he or she does not possess the relative Skill or Knowledge.

FAMILIAR ACTION

If the character is undertaking a familiar action, the Skill check is unchanged — the task is treated as a simple Ability check without a bonus from the relevant Skill. The familiarity should have been established previously, such as in the character’s background story, or be consistent with the character’s role within the setting. The player should explain to the GM why his or her character is familiar with the current task. The GM, of course, has final say whether the character is sufficiently familiar to avoid an unfamiliar action penalty.

For example, a student who attends university to study astronomy undoubtedly has at least a cursory familiarity with many academic fields. Similarly, almost all characters living in New York City will be familiar with the process of driving a car, even if they do not possess the Drive Skill; in North America, attempting car-related actions is familiar to nearly everyone.

UNFAMILIAR ACTION

If the character is undertaking an action with which he or she is unfamiliar, the task should be treated as a normal Ability check with an unskilled penalty applied to the roll. This reflects how difficult it is for an unskilled character to accomplish the task. The unskilled penalty should range from -2 to -10, depending on how much the GM feels training is required and how background aspects of the character could affect the attempt. The TR does not change; rather, the character’s chance of succeeding is reduced.

For example, keeping a plane in the air after the cabin crew suddenly falls unconscious is a daunting task for anyone who is not trained as a pilot. An average character might therefore suffer a -8 penalty to the check. A character who is an aficionado of combat jets and aircraft documentaries might only suffer a -4 penalty … even if he or she has never actually piloted a plane before.

REQUIRED SKILL

The GM may decide certain tasks automatically fail when performed by characters lacking the required Skill. Examples of required Skill activities include performing brain surgery, deciphering ancient hieroglyphics, concocting an antidote for a poison, estimating the value of a rare piece of art, etc.

SITUATIONAL MODIFIERS

Some situations may make a skill easier or harder to use. If it is easier than normal to complete a task, you may get a +2 bonus to the result of the check. If it is more difficult than normal, you may get a -2 penalty.

TIME

Each skill has a specific amount of time it takes to use. Unless otherwise noted in the text, a check takes one action.

TRYING AGAIN

Often, a character can try a Skill check again if he or she fails, and can keep trying indefinitely. Some actions have consequences to failure that must be taken into account, however, as determined by the situation and GM.

COMBINING SKILL CHECKS

When more than one character tries the same Skill at the same time towards the same goal, their efforts may overlap — they can work together and help each other out. In this case, one character is considered the leader of the effort and makes a Skill check against the assigned TR; each helper makes a Skill check against TR 10 (the character can’t take 10 on this check). For each helper who succeeds, the leader gets a +2 circumstance bonus to his or her Skill check. In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once. The GM may limit co-operation as she sees fit for the given conditions.

UNHURRIED CHECKS

When your character is not being threatened or distracted, you may ch00se to make an Unhurried check. Instead of rolling for the skill check, just use the number equal to half your maximum roll (An easy way to do this is just by taking a look at the die type used to roll the check. For example, if a check uses 2d8 normally, the Unhurried check would be 8). Taking a check Unhurried is especially useful in situations where a particularly high roll wouldn't help. You cannot make Unhurried Power checks. Distractions or threats (such as combat) make it impossible for a character to be unhurried.

GET IT RIGHT

When you have plenty of time and are not faced with threats or distractions, (unless otherwise noted in the text) you can just calculate your result as if you had rolled as high as possible amount. In other words, if you take enough time, you will eventually succeed. This will not result in a critical success. Getting it Right assumes that you fail many times before succeeding. For this reason, getting it right takes a number of minutes equal to 5 x TR. In addition, if you attempt to get it Right on a skill that carries penalties for failure, your character would automatically incur those penalties before you could complete the task. You cannot Get It Right on Power checks.

SET CHECKS

In some cases, a check is simply a matter of consulting your character sheet. You wouldn't make a height check to see who is taller, and you don't need to make a Knowledge check to see who knows more about bookbinding.

OPPOSED CHECKS

An opposed check is rolled against another character’s check result. If two or more characters are working directly or indirectly against each other (such as two people pulling on a contested object), each character must make a check. The character with the greatest degree of success (or least degree of failure if both characters fail) is considered to have the advantage over the contested action. In the event of a tie, the characters are locked in contest and may re-roll next round.