Reference

Action Resolution

An action test determines the outcome when a character attempts something uncertain and the result matters.

When to roll

Routine tasks do not require a test when a character has suitable training, tools and enough time. Roll when difficulty, danger, opposition or time pressure makes the outcome uncertain.

A test cannot make an impossible action possible. The character must have a plausible way to attempt the task.

Making a test

  1. Identify the relevant attribute and skill.
  2. Add the character’s skill training bonus to the attribute.
  3. Apply any difficulty or situational modifiers. The result is the target number.
  4. Roll 1d100, producing a result from 1 to 100. When using percentile dice, 00 represents 100.
  5. A roll equal to or below the target succeeds. A roll above it fails.

For example, an attribute of 40, a training bonus of +15 and a situational modifier of −10 produce a target of 45. A roll of 45 or less succeeds.

Quality of the outcome

For a simple test, success or failure is enough. When the quality of the outcome matters, calculate success levels:

  • On success, gain +1, plus another level for each full 10 points by which the target exceeds the roll.
  • On failure, gain −1, minus another level for each full 10 points by which the roll exceeds the target.

With a target of 55, a roll of 55 gives +1 success level, a roll of 35 gives +3, and a roll of 66 gives −2.

Greater success can improve speed, quality or effectiveness where the relevant rule allows it. Greater failure can increase the consequences appropriate to the situation.

Opposed tests

When two characters directly oppose one another, both make the relevant test. The character with the higher success level wins the contest.

Winning a contest does not necessarily mean succeeding at the wider task. A character can perform poorly and still outperform their opponent.

On a tie, neither side gains ground and the existing situation remains unchanged. For example, a tied attack and defence test does not overcome the defender.

Consequences and repeated attempts

Failure means the intended outcome was not achieved. Its consequences follow the circumstances: lost time, wasted materials, unwanted attention or exposure to danger.

Failure does not automatically cause injury or damage equipment.

Repeat a failed test only when another attempt is possible and either circumstances change or the attempt carries a meaningful cost or risk. If unlimited attempts would eventually succeed without consequence, resolve the task through time and competence instead.