2. Making a Roll
When the GM determines that a roll is necessary, follow the steps below.
| Step | Player | Rules |
|---|---|---|
| 1. Skill and Trick Identify the skill and trick to use based on what the character is trying to do. |
I want to talk the bouncer. Maybe if I tell him why we're here, he'll let us into the club. | The player needs to use the Convince trick in the Persuade skill. If these rules don't cover the character's action, the GM can rule it an Improvised Trick. |
| 2. Difficulty Level Determine the Difficulty Level (DL) for the roll. This is identified in the trick description. |
What is the bouncer's Wits? | The Convince trick uses the NPC's [Wits] trait, which is expressed as a Difficulty Level. The GM should tell the player the the Difficulty Level. The Bouncer has a Wits of Hard (20). |
| 3. Roll 2d10 | I rolled a 3 on one die and a 9 on the other, so I got 12. | The player rolls 2d10 (two ten-sided dice) and sums them together. |
| 4. Add Bonus(es) Add your bonus to the roll. |
My bonus to Persuade is +5. I rolled an 11, adding +5 gives me a 17. My Presence score is 3. Plus, I have a +2 Skill Bonus to Persuade. I don't have any gear or augments that help here. |
You always add the primary ability score for the skill you're using. If you have a [Skill Bonus], [Gear Bonus], or [Aug Bonus] for the skill you're using, you add those as well. For each skill, these should be written on your character sheet, so you never have to calculate bonuses on the fly. |
| 5. Outcome Compare the result of your roll to Difficulty Level (from step 2). Then, consult the outcomes chart in the description of the trick to determine what happens. |
I got a 17. The Difficulty Level was Hard (20), so I didn't get a Success. But my roll falls into the range one level lower at Moderate (14), so that means I got a Fade. The Convince trick says on a Fade, "They agree (with some reservations) and they gain [Confident]." So, I guess that means he lets us in, but it's going to be more difficult if I try to use Persuade on him again. |
There are four outcomes: Cool Success - Success with an extra benefit. You rolled one or more levels higher than the DL. Example: the DL is Hard (20), but you rolled a 27, which puts you into the Severe (26) DL, one level higher than what you needed. Success - You succeeded. You rolled in the DL range you needed. Example: the DL is Hard (20), and you rolled a 24, which is in the same level. Fade - Success with a complication. You rolled one level lower than the DL. Example: the DL is Hard (20), and you rolled a 16, which is in the Moderate (14) DL, one level lower. Glitch - Failure with a complication. You rolled two or more levels lower than the DL. Example, the DL is Hard (20), and you rolled a 10, which is in the Easy (8) DL, two levels lower. |
| 6. Use Luck After you determine the outcome, you can spend a [Luck Point] to alter it if you wish. |
I was really hoping I could get the bouncer to let us in without making us check our guns at the door, but now that he's [Confident], that's probably not going to work. You know what? I'm spending my Luck Point to get a Luck Bonus to my roll. Since Persuade is a Favored Skill, I get a +3 bonus. That turns the 17 I rolled into a 20, so I got a Success. The bouncer isn't Confident after all. |
A player gets one Luck Point to spend each session. You can use a Luck Point to: Luck Bonus - Get a +2 Luck Bonus (or a +3 Luck Bonus if you're using a favored skill) Avoid a Glitch - If you get a Glitch on your roll, [Upgrade] it to a Fade. |
GET -Dice_Roll //with-bonuses
2d10 + Ability Score + Skill Bonus + Gear Bonus + Aug Bonus = Result (+ Luck Bonus)
Stacking Bonuses
For any roll, you add at most one ability score, one skill bonus, one gear bonus, one aug bonus, and one luck bonus. You always add one ability score, but you might not have all (or any) of these bonuses.
Bonuses of the same type that target the same skill do not stack, and only the highest one applies. For example, if you have two pieces of gear that both give a gear bonus to Firearms, only the higher of the two bonuses is applied.
Substituting Ability Scores
Even though each skill has its own primary ability, the GM might decide to call for another ability to be used with a skill if it's appropriate.
For example, asking the player to roll Strength with Intimidate when they try to literally strongarm someone into compliance, or having the player roll Drive with Intelligence to see if they know the kind of battery used in a specific model car.