[100%]
Core Mechanic
[100%] uses a d100 (or two paired d10s) to resolve any actions whose outcome is not an entirely foregone conclusion. Things like opening a car door or writing a report are not, in general, worth rolling for. Opening a car door whilst speeding down the street on the back of a motorcycle, or writing a report in the middle of a fire-fight, however, are perfect examples of actions that would require a roll.
Chance: “Chance” refers to the overall likelihood of an action succeeding. When attempting an action, if you roll under its Chance, you succeed. If you roll over, the attempt fails. It’s just that simple. An action of average difficulty – picking a simple lock, punching someone in a fist-fight, convincing a disgruntled worker to divulge information – has a 60% Chance. More difficult actions will, obviously, have a lower Chance, while easier actions will have a higher Chance. Note that actions with a Chance over 100% can be considered to automatically succeed, and do not require a roll.
Chance Examples:
[100%] Not Worth Rolling
[80%] Easy
[60%] Average
[40%] Problematic
[20%] Challenging
[0%] Difficult
[-20%] Very Difficult
[-40%] Herculean
[-60%] Preposterous
[-80%] Absurd
[-100%] Nigh-Impossible
[-120%] Inconceivable!
The environment and all manner of outside factors can alter the Chance of an action – a heavy storm could lower the Chance of an archer hitting his target, while it could increase the Chance of a thief sneaking past a pair of guards, just as a well-devised plan could aid in heist, or a particularly damaging piece of information help a blackmailing attempt.
Critical Success and Failure: If a double number (11, 22, 33, etc.) or a 100 is rolled, the action gains Critical status. If the number is below the required Chance, it's a Critical Success; if it's above, it's a Critical Failure.
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