Types of Skill Checks
Standard Check
A single character attempts a task against a static Difficulty Rating. The GM sets the difficulty, the player rolls, and the Margin determines the outcome. No time pressure, no opponent.
Examples:
- Attempting to recall the weakness of a specific creature (Lore vs Difficulty 3).
Contested Check
Two characters directly oppose each other. Both roll their relevant skills simultaneously. The character with the higher result wins. The Margin between the two results determines how decisively. In the event of a tie, the situation remains unchanged—neither side gains ground.
No stress or damage is dealt in a Contested Check unless a specific rule states otherwise. Contested Checks are used when one character is actively working against another—not harming them, but directly opposing their intent.
Examples:
- Attempting to deceive a city guard (Influence vs the guard’s Resolve).
- Pickpocketing a mark (Burglary vs the target's Perception).
- Arm-wrestling a rival (Might vs Might).
Extended Task
Some goals cannot be accomplished in a single roll. An Extended Task requires the character to accumulate a set number of Progress Points before a set number of Setback Points are reached. The GM defines both thresholds at the outset.
- Each successful roll generates Progress Points equal to the Margin (minimum 1 on a success).
- Each failed roll generates Setback Points equal to the absolute Margin (minimum 1 on a failure).
- When Progress Points reach the threshold, the task is completed.
- When Setback Points reach the threshold, the task fails --- and may carry a consequence.
- Each roll represents a meaningful unit of time: a few minutes, an hour, or a day, depending on the task.
Examples:
- Crafting a forgery requires 8 Progress before 4 Setbacks (Burglary or Crafts).
- Treating a severe infection over several days requires 6 Progress before 3 Setbacks (Crafts or Lore).
Group Check
When multiple characters attempt the same task together, each rolls individually. Count the number of successes. The GM determines the required number of successes based on the difficulty of the task and the size of the group.
- If at least half the group succeeds (rounded up), the group as a whole succeeds.
- A character who succeeds with a Margin of +3 or higher may contribute their excess Margin as a +1 bonus to one other participant's result, declared before rolls are resolved.
- If the group fails, individual failures may still carry personal consequences at the GM’s discretion.
Examples:
- Example: A party attempting to move quietly through a courtyard (Stealth vs Difficulty 3). If at least three of four characters succeed, the group passes undetected.