Tuesday, April 26, 2016

System Mechanics: Skill Checks:

Anytime a character, creature or terror controlled by the GM attempts to do something, they can reference their attributes to determine its success or failure and the consequences of their action.  Likewise, a player may be asked to do similar, and have their particular attributes compared to the required number the GM determines it requires.  Highly favored territory, items and other familiar things tend to add a +1 bonus on top of whatever their result was, however, completely new territory, creatures, terrors and the like cause a +1 increase to the challenge's requirement.  This may be adjusted by the GM as needed to higher and lower numbers as a result of the experiences of the players through their campaigns.  Typically, an attribute alone is needed as the base value of an attempt in combat, however, certain skills may utilize the sub-attributes as further modifiers or multiple of them, divided by the number used.  The higher the resulting number, the more likely that a skill use may succeed, as well as go beyond what was originally intended to far greater outcomes.

Unlike many other systems, a player's statistics and attributes determine the bulk of the results of skill checks without the need of a dice roll.  Every day a player has a temporary 1d10 to use inside combat and another outside of combat, on top of whatever their Luck pool has.  For every 1d10 not used, the player in question should gain 5 CXP for the combat die, 5 RXP for the die used outside of combat, 5 GXP for every positive Luck not used, and 5 GXP for every Luck used, as an encouragement to burn negative Luck as well as to trust their own training and decisions regarding the other dice.  The two temporary 1d10 do not roll over from day to day if not used, however, so some players might want to consider using them if dealing with challenges that seem daunting, as a benefit to their efforts.

A GM may have a player use any attributes (and in some cases statistics) that they feel is relevant to a combat or roleplay ability attempt.  However, some common suggestions are below with explanation for their reasoning.  As a GM you will find detailed listings of possible skill checks to use for common abilities as well in the core mechanics book when it is completed, but it is always a good idea to modify them as needed to fit the purpose of the specific attempt used by the players or other beings in the realm.  For example, if one were to crush something with their bare hands during an attempt to intimidate a character, it may be wise to add on a strength check as well.  Additionally, if doing something like crushing it against their own head, an endurance check against the durability and hardness of the object may be of use to determine if they injure themselves in the process.

Bluff (Charisma and Wit, Cunning and Reflex, or Courage and Stealth)
  By utilizing charisma and wit, they can attempt to bluff their way out of a situation using humor to try to keep a potential outburst diffused.  See also: Persuade.  By using cunning and reflex, they can try to flip out false identification or otherwise utilize their inventory and the environment to stack the odds in their favor.  See also: Intimidate.  By using courage and stealth, they can tamp down their reaction as they act bolder and more powerful or influential than they actually are, tricking others into backing down.  See also: Intimidate.

Climb (Observation and Knowledge, Balance and Lifting Strength, Agility and Reflex might potentially all be used in that order, or skipping Observation and Knowledge)
  By using balance and lifting strength, they are able to determine if they are able to even lift their own weight, as well as balance properly to distribute that weight to prevent falling.  More difficult climbs will require more climbing ability or gear to do so, or a prior observation and knowledge to see if they can find an efficient route (which would include whether or not it is even climbable).  If falling agility and reflex will help them try to catch themselves if possible.

Intimidate (Cunning and Reflex, or Courage and Stealth)
  By using cunning and reflex, they can try to flip out false identification or otherwise utilize their inventory and the environment to stack the odds in their favor.  See also: Bluff.  By using courage and stealth, they can tamp down their reaction as they act bolder and more powerful or influential than they actually are, tricking others into backing down.  See also: Bluff.

Move Silently (Observation and Knowledge, Cunning and Reflex, Stealth and Speed, might all be used in any order, or have Observation and Knowledge alone skipped or it and Cunning and Reflex skipped when determining the outcome)
  Depending on whether the individual studies the terrain and knows how loud parts of will be, choosing their steps or other forms of movement carefully, and is able to move effectively stealthy with or without doing the observation and careful planning of their steps first, one can determine how silently they may be able to move.

Persuade (Charisma and Wit, Cunning and Reflex, or Courage and Stealth)
  By utilizing charisma and wit, they can attempt to bluff their way out of a situation using humor to try to keep a potential outburst diffused.  See also: Bluff.

Ride (Agility, Balance, Reflex, possibly Knowledge)
  By using agility (and possibly a jump if needed) an individual may try to climb a difficult mount if needed, though mechanical vehicles and such will most likely not need much if any agility to get into a proper sitting location.  Balance is needed for staying on whatever is being ridden, if it is not specifically designed to minimize the need for balance.  Certain saddles on creatures and terrors might remove the need for a balance check, but most have a possibility of the character being shifted around quite a lot, and leaning on some vehicles such as motorcycles may make it difficult to steer.  Reflex is needed when balance is failing, or if needing to quickly alter the course of whatever is being ridden.  If it is a creature or terror trained to react to certain commands, knowledge may also be needed if tugging at reins or the like does not produce the desired response.

Running Jump (Lifting Strength, Speed and Weight Carried)
  By having to lift not only the individual themselves but all that they are carrying, they need enough excess movement speed to be able to move over an obstacle or reach a goal at a higher elevation.  Gravity may vary per planet and realm, allowing more vertical movement when jumping, but typically most species have with no weight carried a maximum running jump height equal to 1.25x their standing jump height, and a distance equal to half their movement prior to the jump itself, thus allowing for inertia to carry them further the faster they have run.  This applies to all species prior to using flight or other means of vertical movement, except those that have a species ability for a high standing jump to increase their maximum height.  If weight is carried and speed is reduced, then that maximum is reduced in percentage by the percentage of current speed to max speed.  For example, if at half speed, then a character may only running jump 0.94x their height as that is half their maximum running jump height.

Standing Jump (Lifting Strength, Speed and Weight Carried)
  By having to lift not only the individual themselves but all that they are carrying, they need enough excess movement speed to be able to move over an obstacle or reach a goal at a higher elevation.  Gravity may vary per planet and realm, allowing more vertical movement when jumping, but typically most species have with no weight carried a maximum standing jump height equal to 1.5x their height.  This applies to all species prior to using flight or other means of vertical movement, except those that have a species ability for a high standing jump.  If weight is carried and speed is reduced, then that maximum is reduced in percentage by the percentage of current speed to max speed.  For example, if at half speed, then a character may only jump 0.75x their height as that is half their maximum standing jump height.

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