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