How Skills Work

A skill has a base value based on two characteristics; or one characteristic multiplied by two. There is no upper limit to a skill’s value; it can exceed 100 and, in the course of play, characters can expect to see their skills reach such heights. Whenever a character is called upon to resolve some form of test, challenge or professional ability 1d100 is rolled and compared with the skill’s value:

  • Equal to, or less than, the skill indicates a success

  • Greater than the skill’s value indicates a failure

There are certain special cases concerning success and failure that should be noted.

  • Any roll of 01-05 is always a success

  • Any roll of 96-00 is always a failure, irrespective of how high the skill’s value

Criticals and Fumbles

Criticals and Fumbles represent spectacular successes and catastrophic failures; those cases where a character has either excelled in his attempt or failed miserably and utterly.

  • A Critical success is equal to one-tenth of the skill’s value (and this includes skills that receive a modifier – so modified skills may have a greater or lesser chance of a Critical outcome). Round fractions up when calculating a Critical success’s range. For example, if a skill is modified to twice its normal value – from 40% to 80% say, then its critical range would be a roll of 08 or less.

  • A Fumble is roll of 99 or 00. Skills with a value of more than 100% fumble only on a roll of 00.

The precise nature of a Critical or Fumble result is left to the Games Master to determine. The consequences could be wondrous or dire, depending on the circumstances. However, some examples of Critical and Fumble outcomes for each skill are given in the skill descriptions later in this chapter.

Automatic Successes

There will be some occasions where a roll against a particular skill just isn’t necessary – either because the task at hand is easily accomplished, or because, with enough time and concentration, success is guaranteed. Riding a horse at a gentle canter across an open meadow is an example of an Automatic Success where simply being skilled in the activity means that straightforward actions do not require any skill roll to resolve them. A crafter carving a piece of wood into a chair leg is another example where a skill roll is not necessary; it takes time to accomplish, but the craftsman knows how to do the work and, if he is not rushing, success is assured. A thief, undisturbed, with a set of lockpicks, can successfully pick the simple lock of a treasure chest given enough time to do so.

When to Roll?

Part of the fun and drama comes in making a roll against a skill to see if success or failure is the outcome. It can be tempting to call for skill rolls for each and every challenge but, as outlined above, there are some cases where rolls are not needed. A list of likely scenarios where skill rolls are redundant is as follows:

  • The activity or task is very routine to the character

  • The character has enough time and all the tools necessary

  • The circumstances and environment do not impose any stress

  • There are no significant consequences to failure

Skill rolls should be used when they have a dramatic purpose. For example, although riding a horse at a gentle canter requires no skill roll, fleeing at a gallop from pursuing bandits does. Carving a chair leg may be a routine task for a carpenter, but carving an exquisite chair leg, with blunt tools, and in only a few hours, for a demanding sultan who executes those who do not please him, would need a skill roll. It is usually obvious when a dramatic purpose arises and a skill roll is necessary, but if in doubt, consider the consequences of failure: are they crucial to the plot? Does the chance of failure heighten tension, and make for an exciting possibility? Will a failure – or even superb success – add fun to the game? If the answer is Yes to any of these, then have the character make a skill roll.

Modifying Skills

There are some occasions where a skill roll is required but the chances of success need to be adjusted to reflect particular conditions. Fleeing bandits, for instance, might require an Athletics roll. But what if the character is fleeing through darkness or through treacherous undergrowth? In such a case the Games Master can insist on modifying the skill of the character to reflect the circumstances.

There are a series of grades to determine how a skill is modified. Note that two types of modifiers are provided: the first is the default method, and involves a little math, but offers better simulation for scaling, especially where higher skill percentages are concerned. The Simplified Skill Modifier is a simple addition or subtraction, and easier to implement. Choose which method best fits the game, but ensure that the same modification system is applied consistently. These are as follows:

Difficulty Grade Table

Difficulty Grade

Skill Modifier

Simplified Skill Modifier

Automatic

No need to roll

No need to roll

Very Easy

Double the skill value

+40%

Easy

Add half again to the skill value

+20%

Standard

No adjustment

None

Hard

Reduce skill value by one-third

  • 20%

Formidable

Reduce the skill value by half

  • 40%

Herculean

Reduce the skill value to one tenth

  • 80%

Hopeless

No attempt can be made

No attempt can be made

Where a character is already suffering a penalty from other circumstances the hardest difficulty grade takes precedence.

This game does not provide a definitive list of situations and challenges which can incur skill modifications. What sort of modification is required for any particular skill or context is ultimately up to the Games Master to decide; according to the capabilities of the characters, his perception of the difficulty of the situation, and the dramatic tension at that particular moment.