Skill checks

Players roll their skill dice and compare it against a DC (difficulty class). The player’s roll must meet or exceed the DC.

The DM decides the difficulty class, but generally it looks like this:

Being fully-trained in a skill grants a 3% chance at succeeding with nearly impossible.

DifficultyDC
Very easy0 (no check needed)
Easy5
Average10
Tough15
Challenging20
Formidable25
Heroic30
Nearly impossible40

Oppositional skill checks

In the case where two creatures are rolling against each other, each one makes a skill check. If they roll the same, then nothing changes.

Advantages and disadvantages

Situational advantage offers a +2 bonus to the player’s roll, while disadvantage applies a -2 bonus.

Knowledge checks

In this game, there are no knowledge checks. You either know information or you don’t. PCs know all common knowledge and career-related knowledge. All other knowledge must be sought out.

Training skills

SkillBase rollXP for this levelXP total
Untrained1d12 plus bonuses00
Novice1d14 plus bonuses5050
Apprentice1d16 plus bonuses100150
Adept1d20 plus bonuses150300
Expert1d24 plus bonuses300600
Master1d30 plus bonuses6001200

The training rate is determined by the ability score.

List of skills

When determining the skill bonus, round up the final number. For example

  • Climb
  • Jump
  • Fortitude - Physical resilience. Also used for swimming.
  • Deception. Bluff.
  • Persuasion. Used for diplomacy and negotiation
  • Wilderness. Similar to Survival from D&D. Also used for Foraging of all kinds.
  • Concoctions. Used for combining ingredients you find in the world. Such as alchemy, potion crafting, healing salves, etc.
SkillAbilitiesSTRDEXCONINTWISCHA
Climb
Jump
1/2 Strength, 1/2 Dexterity1/21/2
Fortitude1/2 Strength, 1/2 Constitution1/21/2
Reflex/Dodge/Evasion/BalanceDexterityFull
Lockpicking
Disable Device (just int?)
1/2 Dexterity, 1/2 Intelligence1/21/2
Stealth (sneak, hide)
Sleight of Hand
1/2 Dexterity, 1/2 Wisdom1/21/2
Wilderness
Awareness/Insight/Perception/Investigation
1/2 Wisdom, 1/2 Intelligence1/21/2
Intimidation1/2 Charisma, 1/2 Strength1/21/2
Deception1/2 Charisma, 1/2 Intelligence1/21/2
Persuasion1/2 Charisma, 1/2 Wisdom1/21/2
FlatteryCharismaFull
Animal handling (non-riding)
Will (Mental resilience, concentration)
WisdomFull
Crafting (see Crafting chapter)Varies
Initiative1/3 CHA, 1/3 WIS, 1/3 DEX
Concoctions (crafting)Intelligence

Forcing successful skill checks When attempting something, you can roll the skill check die. If you fail but know your character has the capacity to succeed, you can force a successful skill check with time. This only works if you are in a safe location and if there are no consequences for repeated failures. The amount of time per roll is different per skill rank, but generally it’s 10-minutes for naturally rolling a half, 1-hour for naturally rolling 3/4, and 2-hours for naturally rolling 4/4.