Use a skill test only when the outcome is uncertain and failure would matter.
All skills range from 0% to 100%. Shaping is a Knowledge skill granted by the Shaping Talent rather than a general skill.
Chapter 02
Resolve uncertain actions with capped D100 skills, Bonus and Penalty dice, opposed tests, assistance, and a compact skill list.
Use a skill test only when the outcome is uncertain and failure would matter.
All skills range from 0% to 100%. Shaping is a Knowledge skill granted by the Shaping Talent rather than a general skill.
State the intended action, then roll D100 against the relevant skill.
Roll two ten-sided dice: one is the tens digit and one is the units digit.
00 means 100.
Do not roll for routine work when the character has enough time, suitable tools, and relevant competence. Roll when pressure, danger, limited time, or meaningful uncertainty makes both success and failure interesting.
Check fumbles first; a fumble overrides success.
| Grade | Result |
|---|---|
| Critical | Roll from 01 through the skill’s tens digit; 01 is always critical at any skill above 0%. |
| Success | Roll at or below the skill without a Critical or Fumble. |
| Failure | Roll above the skill without a Fumble. |
| Fumble | Roll 99 or 00 with a skill below 100%; at 100%, only 00. |
Skills cannot exceed 100%. At 100%, rolls 01–10 are Critical, 11–99 are Success, and 00 is a Fumble.
Use the integer tens digit, not rounding. Any skill above 0% has a critical range of at least 01.
| Skill | Critical range |
|---|---|
| 0% | none |
| 1–19% | 01 |
| 20% | 01–02 |
| 59% | 01–05 |
| 60% | 01–06 |
| 99% | 01–09 |
| 100% | 01–10 |
A Critical achieves the stated intent especially quickly, thoroughly, or effectively and may reveal an extra benefit or useful information.
A Fumble fails and introduces a serious consequence appropriate to the declared action, such as lost time, damaged equipment, danger, or a worse position. It should follow from the risk already present rather than invent an unrelated disaster.
Bonus dice improve a test; Penalty dice hinder it.
Write them as +1B, +2B, -1P, and so on.
+3B or -3P.D100 results. Read 00 as 100.Grade every candidate before choosing: Critical > Success > Failure > Fumble. Within Critical or Success, the higher roll is better. Within Failure or Fumble, the lower roll is better. Use this order even when the test is not opposed.
Examples. At 70%, results of 25 and 65 are both Successes. A Bonus die keeps 65; a Penalty die keeps 25. At 60%, 25 is a Success and 65 is a Failure, so a Bonus die keeps 25 and a Penalty die keeps 65.
Choose the result before comparing participants in an opposed test. Base skill and defender or status-quo tiebreakers never choose between one roller’s candidates. Bonus and Penalty dice change the roll, not the skill or its critical range.
Apply dice only for circumstances that materially change the task. Useful sources include terrain, tools, visibility, preparation, time pressure, injuries, and a sound or flawed approach.
A modest advantage or obstacle is usually +1B or -1P.
Use larger modifiers only when several strong factors point the same way; the final net modifier never exceeds three dice.
Use an opposed test when two characters directly compete or one actively resists another. Each participant rolls the relevant skill with their own Bonus or Penalty dice. Resolve each participant’s Bonus or Penalty dice before comparing their final results.
The base-skill and defender or status-quo tiebreakers compare participants only. They never choose between one participant’s candidate results from Bonus or Penalty dice.
Example. Two ordinary Successes of 42 and 31 favour 42. Two Failures of 72 and 85 favour 72. A Critical always defeats an ordinary Success, regardless of the numbers rolled.
One or more characters can assist when they have a practical way to contribute to the task. The Gamemaster decides whether the method and available time make assistance possible.
An assistant normally needs at least 26% in the relevant skill.
Meaningful assistance grants +1B to the acting character’s test in total, not per helper.
Exceptionally effective combined help may grant +2B.
Apply assistance with all other modifiers, then cancel and cap Bonus or Penalty dice normally.
| Skill | Base | Use |
|---|---|---|
| Dodge | DEX + 10 |
Evade attacks and avoid physical hazards. |
| Persistence | POW + 10 |
Resist coercion, fear, and attacks on resolve. |
| Resilience | CON + POW |
Endure fatigue, deprivation, poison, disease, and bodily shock. |
| Close Combat | DEX + STR |
Attack and Parry with hand-to-hand weapons and shields. |
| Ranged Combat | DEX + INT |
Attack with bows, crossbows, slings, and thrown weapons. |
| Unarmed Combat | DEX + STR |
Fight with fists, kicks, grapples, and natural weapons. |
Use Dodge against an attack or physical danger the character can perceive and move away from. Combat rules state when a Reaction and any Penalty dice are required.
Persistence measures mental resolve. Use it to resist Influence, intimidation, fear, and other attempts to override the character’s judgement or will.
Resilience measures physical endurance. It is the standard skill for Fatigue tests and for resisting poison, disease, exposure, starvation, thirst, and similar bodily threats.
Close Combat covers melee weapons and shields.
Ranged Combat covers missile and thrown weapons.
Unarmed Combat covers grappling and natural attacks. An unarmed human normally deals 1D3 damage and counts as Light; a natural weapon uses its listed damage and Size, defaulting to Medium Size.
The Combat chapter defines attacks, Parries, Dodges, damage, range, and weapon restrictions.
| Skill | Base |
|---|---|
| Culture (own) | INT + 10 |
| Culture (other) | INT |
| Language (own) | INT + 50 |
| Language (other) | INT |
| Lore (own field) | INT + 10 |
| Lore (other) | INT |
| Natural Lore | INT + 10 |
Each foreign Culture, foreign Language, and Lore field is a separate skill. Choose one own field of study at character creation.
Culture recalls a society’s history, politics, geography, customs, superstitions, and common beliefs. Use Culture (own) for the character’s home society and Culture (other) for each foreign society studied.
Each Language is separate. A score of at least 50% means fluent everyday speech; lower scores allow simpler communication in proportion to the skill.
Each Lore is a specialised field of study and improves separately. Common fields are Alchemy (reagents, distillation, poisons, and antidotes), Magic, Military Tactics, Spirit World, Undead, Law and Heraldry, and Astronomy. Other fields, such as art, gambling, or philosophy, follow the same rules.
A successful Lore test also grants +1B to one directly related skill test made soon after, when recognition or preparation would plausibly help.
Natural Lore covers the living world, terrain, and survival.
| Skill | Base |
|---|---|
| Athletics | DEX + STR |
| Craft (type) | INT + 10 |
| Deception | DEX + INT |
| Driving | DEX + INT |
| Engineering | INT + 10 |
| Healing | INT + 10 |
| Influence | CHA + 10 |
| Mechanisms | DEX + INT |
| Perception | INT + POW |
| Performance | CHA + 10 |
| Riding | DEX + POW |
| Sailing | DEX + INT |
| Streetwise | CHA + POW |
| Trade | INT + 10 |
Each Craft subject is a separate skill.
Athletics covers acrobatics, force, climbing, jumping, running, and swimming.
-1P, subject to the normal -3P cap.Choose a trade such as blacksmith, bowyer, brewer, carpenter, mason, potter, or tailor. Craft makes and repairs appropriate goods. As a rough guide, work takes one day per 50 SP of finished value and consumes materials worth half that value.
Deception covers disguise, hiding objects, picking pockets, stealth, and misdirection. Attempts to avoid notice are usually opposed by Perception. Pickpocketing or planting a small item normally requires at least one minute of sustained access.
Driving covers carts, chariots, wagons, and similar vehicles. No test is needed at walking pace on flat ground; test for speed, dangerous terrain, jumps, collisions, or difficult manoeuvres.
Engineering designs, builds, repairs, sabotages, and operates large works such as bridges, fortifications, mines, siege engines, gates, and ships.
Healing requires a Healing Kit; without one, the test suffers -2P.
1D4 HP.+1B to the patient’s next Resilience test against the affliction.Healing and Recovery gives the full wound and recovery procedure.
Influence persuades, bargains, commands, or intimidates through words and conduct. When the target resists, oppose an appropriate skill, usually Persistence or Influence. Success can change the target’s immediate decision, but cannot force action against basic self-preservation.
Mechanisms assembles, disables, or repairs devices with complex moving parts, including locks and traps. Picking a lock or disarming a trap normally takes at least one minute. If a device was designed to resist interference, oppose the creator’s Mechanisms.
Perception uses the senses to notice concealed creatures, hidden objects, small details, and approaching danger. It commonly opposes Deception.
Performance covers acting, dance, music, oratory, poetry, and song. A success produces a competent and pleasing performance appropriate to the character’s intent.
No test is needed to ride a trained mount at walking pace on flat ground with saddle and tack. Test for dangerous terrain, speed, jumps, bareback riding, frightened mounts, or combat manoeuvres.
Sailing operates boats and ships under oar or sail. Calm routine travel needs no test; currents, storms, racing, navigation hazards, and damaged vessels do.
Streetwise finds rumours, illicit goods, fences, black markets, safe routes, and people who prefer not to advertise.
Gathering information or locating a contact normally takes 1D4 hours.
It also covers discreetly following someone through a busy settlement.
Use an opposed Trade test to negotiate a sale. If the buyer wins, reduce the price by 10%, or 20% on a Critical. If the seller wins, increase it by 10%, or 20% on a Critical. Double the change when the opponent Fumbles.
Trade also appraises market value. A success estimates an item’s ordinary local value to within 10%; unusual scarcity or obscurity may add Bonus or Penalty dice.