← The NamedSteel Age · Core Rules, 1st Edition · at a glance
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Skill Checks

The Procedure · The Skills

Rank and Attribute mean their modifiers. Every roll also adds its situation.

1Is It a Roll?

Rollwhen the stakes are real and the outcome uncertain.

Otherwiseit happens; if impossible, it doesn’t.

2Which Roll

Trained2d6 + rank + Attribute + one Acumen.

Competency2d6 + Attribute.

Neitherif plausible, 2d6 — plus your Attribute only if it is negative. If not, no roll.

Specialized or dangerous? Trained Skill only.

3Set the Mark

Start at 8then a rung up for each of Conditions · Time · Tools · Stakes.

A resistera rung each for skill, attribute, preparation.

Say it out loud before the dice.

4Roll

Total2d6 + rank + Attribute + Acumen

Higherit succeeds.

Equal or lowerit fails. Ties favor the world.

Sella’s lockA quality lock and no time: CM 12. Skilled Thievery +1, Mind +2, Lockpicking +1. She rolls 7 for 11 — eleven does not exceed twelve, and the pick snags.

Typical Challenge Marks
6Routinetime, tools, good conditions.
8Standardnothing helping, nothing hindering.
10Hardtime pressure or poor conditions.
12Severespecialized, dangerous, improvised.
14Extremenear-impossible.
Rank and Acumen
Trained
+0
Skilled
+1
Expert
+2
Master
+3

Acumen+1 on the checks it governs; one per check, and the GM names which.

Domain Masteryall four Acumens of a Domain: reroll one die showing 1 or 2 on its checks.

The Seventeen Skills
Melee CombatProwess
Ranged CombatMind · Prowess
Command & TacticsCharm · Mind
SurvivalMind
BeastwiseMind · Charm
SeamanshipMind
StealthProwess · Mind
StreetwiseCharm · Mind
ThieveryMind
DeceptionCharm · Mind
TradeMind
PersuasionCharm
LoreMind
CraftMind
Construction & LaborMind
HealingMind
Unseen Craftby Omen