Skill check

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A skill check is a roll to test a character's ability in a specific task. Each of the thirty-six skills on your character sheet represents a different action that characters can attempt. Every skill is associated with one of the twelve attributes. For example, Search is used to locate things and is associated with Cunning.

The sum of the die roll, skill ranks, attribute points, and any applicable bonuses is your total result for the check. If you take any penalties to the check, you must deduct them from your result. For example, someone with the Scrawny fault takes a −2 penalty to Might checks.

You can make a skill check even if you don’t have any ranks in the skill. Just don’t expect the result to be too high. Some of the skills in this chapter allow you to use equipment to gain an easy bonus on your roll — if you can track down and acquire the tools, that is.

Pass or Fail

The object is to roll the highest number possible. Depending on the skill you're using and how you're using it, there may be different criteria to determine success. Basically, there are three types of rolls.

Power rolls
The number you roll translates directly into some kind of result. For instance, as detailed later in this chapter, you can make a Dash check to run faster than usual. The higher your roll, the faster your speed. You can make a Might check to hurl a rock. The higher your roll, the further it lands.
Difficulty rolls
You have to meet or exceed a number determined by the GM called a Difficulty Level (or DL). If your result is less than the Difficulty Level, your character fails for that attempt at the task. For instance, you can make a Machinery check to pick a lock. The more complicated the lock, the higher the DL. You can make a Perception check to spot a drop of blood on someone's collar. The tinier the stain, the higher the DL.
Opposed rolls
These are the result of the player wanting to perform an action against another character or creature in the game. Your result is compared to the result of a roll made by another player or the GM. Whoever rolls highest wins the check. In the event of a tie, whomever is considered the defender wins the check. For instance, you can make a Disguise check to impersonate someone, but others can make a Discern check to figure it out. You can make a Stealth check to hide your trail, but a pursuer can make a Search check to follow you.

You may voluntarily fail a skill check if you care to. In this case, you don't have to roll at all. However, you do have to accept the in-game consequences.

As detailed in Chapter 2: How to Play, when you roll a 1, it's a Critical Failure, and you fail horribly. When you roll a 10, it's a Critical Success, and you can roll again, adding the new number to the 10 you just rolled.