Skill Rolls

Skill rolls are non-combat skill related rolls, such as persuading an individual or investigating a crime scene.

The exception to this rule is stealth, see stealth.

The difficulty of the task at hand is dictated by the GM but ultimately follows the common sense rule.

If a player does not have any points in the skill that is required at hand, they may use 1/4 of the stat that skill is under.

The difficulty of a task and the roll's required should use (unless specified by the GM) this table.

Simple task: The player is required to roll double the skill required or under. (If the player has a skill level of 4 in the required skill they must roll 8 or under)

Normal task: The player is required to roll the skills level or under. (If the player has a skill of 8 in the required skill he must roll 8 or under)

Testing Task: For harder than normal tasks, such as trying to convince someone who dislikes you or investigate evidence which has been tampered and concealed.

The player must roll the required skill -4 or under. (If the player has a skill of 12 in the required skill at hand, he must roll 8 or under)

Hard task: For tasks considered very hard, such as performing a surgical procedure under suppressive fire or piloting through a very narrow rocky canal.

The player must roll 1/2 of their skill or under. (If the player has a skill of 20 in the required skill at hand, he must roll a 10 or under)

Impossible task: Succeeding this kind of task would be considered legendary, something that poets write about. Such as convincing someone to like you after you just killed their family or using godlike tactics to destroy an army of a hundred with 5, performing a medical procedure mid-air.

The player must roll 1/10 their skill level or under for the required skill, if that players skill in the required task is 10 or under the player instantly fails the task. If 1/10 of a skill level is a decimal point round down.