rolls detail (Rolls)
Almost every roll in the game is the same: STAT + Skill + d10 vs Difficulty Beat the difficulty and you succeed. A tie fails. Against another person (a punch, a lie, sneaking past a guard), they roll too and you have to beat their total. Ties go to the defender. No skill? You can still try with STAT + d10. The difficulty ladder Simple 9 Everyday 13 Difficult 15 Professional 17 Heroic 21 Incredible 24 Legendary 29 - Critical success: a natural 10 rolls another d10 and adds it. - Critical failure: a natural 1 rolls another d10 and subtracts it. Darkness, smoke, wounds, missing tools and working in a hurry push rolls down. Good gear and cyberware push them up. The game does the math and shows you the breakdown after each roll. Luck You have a pool of Luck points equal to your LUCK stat. Spend them before a roll for +1 each (add luck 2 to the command, for example). The pool refills once a day. Luck never helps a death save. This system is still being wired in. These are the rules it will use; the commands go live in a later update. See also: stats, skills
Rules