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Skills

Roll the Dice

Base rule for a skill check :

For any d6 a 6 is a success. For any d8 a 7 or 8 is a success.

Pushing the Roll

During highly stressing or dangerous situations (eg Combat), the player can decide to push the roll. The character gains 1 point of Stress, then the player may reroll any dice that is not a 1 or a 6 (7/8 for a d8). Any 1s (*banes) on the new roll for attribute dice or gear dice are critical failures

A critical failure on attribute causes a Condition, any critical failure on gear dice causes the equipment to be damaged, and lose one bonus dice. If an equipment reaches 0 bonus dice, its is broken and cannot be repaired.

Modifications

If any rule, talent or feature gives a positive modifier to a roll, this means extra dice to be rolled, this extra dice counts as skill dice.

If any rule, talent or feature gives a negative modifier to a roll, this means you roll less dice to be rolled, dice are removed first from skill, then from attribute. Gear dice cannot be removed.

Difficulty

In general one success is enough to pass a check. Some cases may require more than one success (eg magic). Any extra success beyond what you need generates extra benefits. Examples:

Roll variations

Split dice

Characters are restrict to don’t use the same skill roll on the same kind of action on the same round. But some skills allow this, for example when the character attempt to attack twice in the same round. In this cases, it costs two actions, but the player must split the dice pool for the action. The player decides how many dice he will use on the first action and how many to use on the second action. But each roll should be made with at least one attribute die and one skill die. If the character don’t have enough attribute or skill dice to split, then the player cannot take the same action twice.

Ex: Anghor has BODY 4, and Melee 3, on the same round he decides to make two attacks, on the first roll he can roll 4 dice (3 BODY, and 1 Melee), and on the second action he will have the 3 remaining dice (1 BODY and 2 Melee). Weapon bonus damage is added individually for each roll he he achieve success.

Opposed Rolls

Most of the enemies and monsters have pre-defined values for rolls. The player has to match the number of successes or above to succeed. Some exceptional cases, like boss monsters or PvP, the roll is made as opposed. In this case, the side with more success wins. Ties always goes to the side that initiates the roll.

Group Rolls

Depending on the situation, when every character in a group has to do the same action together. This is a group roll. A group roll can be decided by the DM with different solutions :

Initial Skills

The maximum ranks a skill can have is 5.

Initial : You can only assign up to 3 points to a skill listed on your archetype, and up to 1 on a skill not listed there. Initial skill points depends on your age (8/10/12)

Non-skilled : You can try to use any skill without training using only your attribute score, however this tests are always made at -1 dice. (-2 if the skill have specializations)

Specialization

Some skills have specialization, when you first assign a point to this skill, you get one free specialization. You may add extra specializations for each rank you got in the skill. You may try to use a specialization you don’t have, but that is made at -1 dice.

Expertise

Some features gave you Expertise on some skills. When you have expertise you roll d8s instead of d6s on the skill dice for this skill. A d8 succeeds on a 7 or 8 result.


List of Skills

BODY

AGILITY

MIND

AWARENESS

SOUL


Magical Skills

Specific talents are required to acquire and improve magical skills

MIND

SOUL


Craft

Poisons

Lethal Poison - Roll the poison potency against the victims Endurance, if poison wins causes 1 damage per round until the victim drinks an antidote or is dead, else causes a single point of damage.

Paralyzing Poison - potency x endurance, if poison wins it causes one level of the Exhaustion condition each round until the victim drinks an antidote or is paralyzed (no actions). Failure causes one level of Exhaustion only.

Sleeping Poison - potency x endurance, if poison wins it causes one level of the Dazed condition every 2 rounds until the victim drinks an antidote or its unconscious. Failure causes one level of Dazed only.

Hallucinogenic Poison - potency x endurance, if poison wins it causes one level of the Fear condition each round until the victim drinks an antidote or the victim panics. Failure causes one level of Fear only.

Poisons applied to weapons are active for a stretch (5-10 minutes) or until you cause damage to a victim.

Subterfuge

Disguise

Any one who knows the person and see you on the same zone can roll a Perception opposed check. If you succeed, your disguise is so perfect that no one will question your identity, even under close scrutiny.