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.
Difficulty | DC |
---|---|
Very easy | 0 (no check needed) |
Easy | 5 |
Average | 10 |
Tough | 15 |
Challenging | 20 |
Formidable | 25 |
Heroic | 30 |
Nearly impossible | 40 |
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
Skill | Base roll | XP for this level | XP total |
---|---|---|---|
Untrained | 1d12 plus bonuses | 0 | 0 |
Novice | 1d14 plus bonuses | 50 | 50 |
Apprentice | 1d16 plus bonuses | 100 | 150 |
Adept | 1d20 plus bonuses | 150 | 300 |
Expert | 1d24 plus bonuses | 300 | 600 |
Master | 1d30 plus bonuses | 600 | 1200 |
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.
Skill | Abilities | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|---|
Climb Jump | 1/2 Strength, 1/2 Dexterity | 1/2 | 1/2 | ||||
Fortitude | 1/2 Strength, 1/2 Constitution | 1/2 | 1/2 | ||||
Reflex/Dodge/Evasion/Balance | Dexterity | Full | |||||
Lockpicking Disable Device (just int?) | 1/2 Dexterity, 1/2 Intelligence | 1/2 | 1/2 | ||||
Stealth (sneak, hide) Sleight of Hand | 1/2 Dexterity, 1/2 Wisdom | 1/2 | 1/2 | ||||
Wilderness Awareness/Insight/Perception/Investigation | 1/2 Wisdom, 1/2 Intelligence | 1/2 | 1/2 | ||||
Intimidation | 1/2 Charisma, 1/2 Strength | 1/2 | 1/2 | ||||
Deception | 1/2 Charisma, 1/2 Intelligence | 1/2 | 1/2 | ||||
Persuasion | 1/2 Charisma, 1/2 Wisdom | 1/2 | 1/2 | ||||
Flattery | Charisma | Full | |||||
Animal handling (non-riding) Will (Mental resilience, concentration) | Wisdom | Full | |||||
Crafting (see Crafting chapter) | Varies | ||||||
Initiative | 1/3 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.