May 12, 2021 9:47 pm
~Skill Tests~
--What are skill tests? You roll a skill test whenever you want to do something, like hacking a computer, picking a lock, crafting a mod, and most importantly, ATTACK!!
1. Choose Attribute + Skill
-----Choose the associated attribute and skill for the test and add the two up, your dice rolls need to be EQUAL TO OR BELOW this number. (Also called the TARGET NUMBER.)
2. Check Difficulty
-----The difficulty is the number of successes you need to accomplish what it is you are rolling for. (Usually a number between 1 and 5).
3. ROLL THE DICE!
-----Every time you go to roll a test, you always start with 2 d20s in you pool. You can gain extra d20s by spending Action Points or having certain perks, but will never roll more than 5d20 for a single check.
4. Check for Successes
-----Each die the results with a roll equal to or less than the target number generates 1 success. Any die that rolls a 1 scores a critical success, and generates 2 successes.
-----If the skill that was rolled is one of your tag skills, then you score a critical success for every result that rolls equal to or less than your skill rank.
-----Each die that results with a roll of 20 generates a complication.
5. Check # of Success against Difficulty
-----If the number of successes generated is equal to or more than the difficulty, you succeeded! If not, you failed :(.
-----For every success generated more than the difficulty, the party gains an Action Point!
--What are skill tests? You roll a skill test whenever you want to do something, like hacking a computer, picking a lock, crafting a mod, and most importantly, ATTACK!!
1. Choose Attribute + Skill
-----Choose the associated attribute and skill for the test and add the two up, your dice rolls need to be EQUAL TO OR BELOW this number. (Also called the TARGET NUMBER.)
2. Check Difficulty
-----The difficulty is the number of successes you need to accomplish what it is you are rolling for. (Usually a number between 1 and 5).
3. ROLL THE DICE!
-----Every time you go to roll a test, you always start with 2 d20s in you pool. You can gain extra d20s by spending Action Points or having certain perks, but will never roll more than 5d20 for a single check.
4. Check for Successes
-----Each die the results with a roll equal to or less than the target number generates 1 success. Any die that rolls a 1 scores a critical success, and generates 2 successes.
-----If the skill that was rolled is one of your tag skills, then you score a critical success for every result that rolls equal to or less than your skill rank.
-----Each die that results with a roll of 20 generates a complication.
5. Check # of Success against Difficulty
-----If the number of successes generated is equal to or more than the difficulty, you succeeded! If not, you failed :(.
-----For every success generated more than the difficulty, the party gains an Action Point!
[ +- ] Examples
Examples:
--Nick Valentine wants to pick a lock. The difficulty is 1. Nick has a [Perception] of 7 and a [Lockpicking] of 3, therefore his Target Number is 10. He rolls a 4 and a 14. 4 is below 10 but 14 is not, so he generates 1 success. With a difficulty of 1, Nick passes the test and successfully picks the lock!
--Now Nick wants to persuade a ne'er-do-well to surrender. This would be a [Charisma] + [Speech] test, which would make the target number (5 + 0) = 5, with a difficulty of 2. Nick rolls a 6 and a 20. Neither of the numbers rolled are below the target number, so he generates 0 successes, in fact, he rolled a 20, which means there's a complication! He fails to persuade the gangster to surrender, and then suddenly three more mobsters appear for backup! (Nick better be getting outta there, stat!)
--Nick Valentine wants to pick a lock. The difficulty is 1. Nick has a [Perception] of 7 and a [Lockpicking] of 3, therefore his Target Number is 10. He rolls a 4 and a 14. 4 is below 10 but 14 is not, so he generates 1 success. With a difficulty of 1, Nick passes the test and successfully picks the lock!
--Now Nick wants to persuade a ne'er-do-well to surrender. This would be a [Charisma] + [Speech] test, which would make the target number (5 + 0) = 5, with a difficulty of 2. Nick rolls a 6 and a 20. Neither of the numbers rolled are below the target number, so he generates 0 successes, in fact, he rolled a 20, which means there's a complication! He fails to persuade the gangster to surrender, and then suddenly three more mobsters appear for backup! (Nick better be getting outta there, stat!)