Skill Checks
The Procedure · The Skills
Rank and Attribute mean their modifiers. Every roll also adds its situation.
Rollwhen the stakes are real and the outcome uncertain.
Otherwiseit happens; if impossible, it doesn’t.
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.
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.
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.
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.