SuccessRolls - xvaldetaro/mendigames GitHub Wiki

Success Rolls

Roll <= DC 3/4 always success 17/18 always failure

When to Roll

Only in meaningful failure or gainful success

When GM Rolls

  • When PC wouldn't know whether succeeded
  • When PC shouldn't know what's going on

Equipment modifiers

  • No equipment: -10 for technological skills, -5 for other skills. Note that many skills cannot be used at all without equipment!
  • Improvised equipment: -5 for technological skills, -2 for other skills.
  • Basic equipment: No modifier. This is the case most of the time.
  • Good-quality equipment: +1. Costs about 5Β₯ basic price.
  • Fine-quality equipment: +2. Costs about 20Β₯ basic price.

Task difficulty

Guidelines

  • +10 – Automatic. Tasks so trivial that the GM should waive the need for a success roll, except under extraor- dinary circumstances. Example: A Driving roll to start a car.
  • +8 or +9 – Trivial. Situations where failure is extremely unlikely, and would require incredibly bad luck. Example: A Driving roll to drive around an empty parking lot.
  • +6 or +7 – Very Easy. Tasks where fail- ure is possible, but would require bad luck. Example: A Driving roll to drive down an empty suburban street.
  • +4 or +5 – Easy. Most mundane tasks, including rolls made by ordinary people at day-to-day jobs. Example: A Driving roll to commute to work in a small town.
  • +2 or +3 – Very Favorable. Mildly risky tasks that most people would undertake without hesita- tion. Example: A Driving roll to commute to work in a teeming metropolis.
  • +1 – Favorable. Tasks that most people would hesitate at, due to the risk, but that a career adventurer would regard as easy. Example: A Driving roll to compete in a road rally.
  • 0 – Average. Most adventuring tasks, and the majority of skill use under stress. Example: A Driving roll in a car chase.
  • -1 – Unfavorable. Stressful tasks that would challenge a novice adventur- er, but not an old hand. Example: A Driving roll in a high-speed car chase.
  • -2 or -3 – Very Unfavorable. Stressful tasks that would challenge a pro- fessional. Skilled adventurers still routinely accept such risks! Example: A Driving roll in a high- speed car chase on a busy freeway.
  • -4 or -5 – Hard. Tasks so challenging that even an expert will look for alternatives. A true β€œmaster” is still unlikely to feel challenged. Example: A Driving roll to keep the car on the road while shooting a gun out the window during a high- speed chase.
  • -6 or -7 – Very Hard. Situations that even the masters might have sec- ond thoughts about. Example: A Driving roll in a high-speed chase during a blizzard.
  • -8 or -9 – Dangerous. Tasks at which even the greatest masters expect to fail. Example: A Driving roll while shooting a gun in a high-speed chase during a blizzard.
  • -10 – Impossible. No sane person would attempt such a task. The GM may wish to forbid such attempts altogether. Example: A Driving roll to steer a car with the knees while firing a bazooka two- handed during a chase through a blizzard.

Time Spent

Extra Time

bonus to a noncombat action:

  • 2x gives +1, 4x gives +2, 8x gives +3, 15x gives +4, and 30x gives +5

Hurrying

-1 penalty for 10% less time taken 90% is the maximum reduction

Margin of Success/Failure

Critical success

  • roll of 3 or 4 is always a critical success.
  • A roll of 5 is a critical success if your effective skill is 15+.
  • A roll of 6 is a critical success if your effective skill is 16+. See critical hit table p556

Critical failure

  • A roll of 18 is always a critical failure.
  • A roll of 17 is a critical failure if your effective skill is 15 or less
  • Any roll of 10 greater than your effective skill is a critical failure See Critical miss table p556

Repeated Attempts

  • After a reasonable time, retry with a -1
  • If repeated attempts are the norm for the task (e.g., when attacking in combat), or if it’s long task no penalties apply

Contests

Quick Contest

Immediate effect Winner with highest margin of success

Resistance Rolls

  • Attacker must succeed to win.
  • Attacker must win to affect the subject
  • Ties go to defender

Regular contests

  • slow competition
  • Goes on until one character succeeds and the other fails.
  • If both have poor stats, raise their stats by 10

Physical Feats

  • For tasks no listed, DX for precision and HT for endurance
  • Weight moved or work done use Basic Lift
  • Movement speed is proportional to Basic Move.
  • Gravity ratio: 1.25G: 1/1.25 = 0.8 times the distance

Climbing

  • Use Climbing skill (p183) - encumbrance
  • One roll to start and another one every 5 minutes
  • Any failure means falling see p431
  • In combat use Move maneuver and 1 FP Common DC for climb see p349

Digging

  • Loose soil, Sand: 2xBL cubic feet/hr - 1FP/hr
  • Ordinary Soil: BL cf/hr - 2FP/hr
  • Hard soil: Need to pick then 2xBL cf/hr - 3FP/hr
  • Rock: Pick then BL cf/hr - 4FP/hr

Hiking

16*Move km/day in ideal conditions

Terrain

  • x0.2 Deep snow, dense forest, jungle, mountains, soft sand or swamp
  • x0.5 Broken ground (including streams), forest or steep hills
  • x1 light forest of rolling hills
  • x1.25 hard packed desert or level plains

Weather

  • Rain 1/2 off road speed
  • Snow 1/2 if ankle deep, 1/4 more

Holding your Breath (seconds)

  • Sitting quietly: HTx10
  • Mild exerting (driving, walking): HTx4
  • Heavy exerting: HT

Taking a deep breath requires Concentration maneuver

Jumping

  • High Jump: (15 * Move - 25) cm
  • Broad Jump: (2 * Move - 3) feet. + running speed if running
  • Multiply by encumbrance

Running

  • Sprinting adds 20% Move after one second.
    • Roll HT or Running every 15s to not lose 1FP
  • Paced Running: 1/2 of sprinting speed
    • Roll HT or Running every minute to not lose 1FP

Throwing

  • Objects up to 2xBL with one hand
    • DX-3 hit a target
    • DX lob into a general area
  • Math to see exact throw distance at p355

Extra Effort

Increase any reasonable stat with Will roll and 1FP

  • -1 roll per every 5% increase
  • Critical success avoid FP loss
  • Critical failure loses HP equal to spent FP

Sense Rolls

Vision

  • -1 to -9 for darkness
  • size and range of target p550

Hearing

See hearing distance table p358 Each step difference in the table gives -1/+1

Influence Rolls

See Reaction Rolls p494

Choose which skill: Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, or Streetwise. Run Quick Contest vs target's Will.

Win = Good reaction or Very Good for Sex Appeal Lose = Bad reaction or Very Bad if Intimidation (except for Diplomacy)

Fright Checks

see Modifiers for bodies, monsters etc.. p360 See results