Skills

Skill Difficulty Rolls

For any task or roll that doesn’t have a specific ‘Spot Rule,’ tasks are either “normal” (no change to skill rating), “easy” (multiply a relevant skill by two), or “difficult” (halve skills). ‘Spot Rules’ override these general categories and do not stack. In general, whenever there are situational bonuses to a roll, (like assisting another) these bonuses or penalties are added to the skill or characteristic roll before halving or doubling occurs.

Assisting Another

When a character is attempting a task that can benefit from mutual aid; e.g. three or four people trying to lift a very heavy object, comrades feinting during combat to open up a target’s defenses, etc., additional characters can roll the appropriate skill or characteristic roll to see if their efforts help or hinder their comrade or ally.

  • If the task is a skill roll, the assisting character rolls against their skill and if they succeed, they add 1/5th of their skill points as a bonus to the “active” character’s skill chance.
  • If the task at hand is a characteristic roll (like an Effort Roll for example) then the assisting character makes his or her Characteristic Roll and adds the raw characteristic (Strength for Effort, Dexterity for Agility, etc.) to the “active” character’s characteristic roll chance.
  • However, If the assisting character fumbles their roll then they subtract the related characteristic bonus (i.e. half of the characteristic) from the active character’s skill or Characteristic Roll chance.

The GM has final say about when assistance is feasible or possible and limits to the number assisting characters; e.g. pushing against a narrow door might only allow 2 characters to apply their strength at the same time, a shill working the crowd might be able to combine his fast-talk skill to aid a compatriot trying to run a con, etc. Conversely, some things are usually individual efforts: Hiding, Moving Quietly, Pick Lock, etc.

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Skills

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