Rule: Rolling dice
We alway use a twenty-sided die (d20)
You’ll roll it on four occasions :
(Bonus add to the roll, while Penalty substract to the roll)
The effect of a Critical results is usualy determined by the GM, but in the case of a Critical Success, you can request a specific outcome to the GM.
- Checks: The majority of die rolls you’ll make are Checks.
For these, you’re trying to roll 21+ to succeed (d20 + Aptitude).
On 31+, the Check is considered a Critical Succes. - Contests: A Contest is the same as a Check, but you also need to roll higher than the characters you’re competing against to succeed.
- Attacks: When making an Attack on an opponent, you’re trying to match or exceed your target's Defense Rating to hit.
A Critical results can happen depending of how much you roll above or under the target Defense Rating. - Spells: Casting a spells require an Insight Check. If you fail to cast your spell, no cost occur.
When a spell target a creature that want to dodge, the Speed Defense Rating of the target reduce the spell check roll for that specific target only. If you succeed to cast your spell, but fail to hit due to the target Speed Defense Rating, the cost of the spell is still expended (the target Speed Defense Rating doesn't alter your overall spell Check result). - Tables: Occasionally you’ll roll on a table to see what happens.
The result of your roll is then referenced against a list of outcomes (for example, when determining the type of Injury you suffer).
Bonuses & Penalties
Bonuses and Penalties represent positive and negative factors that influence your chance of success. They are applied to your roll because of an Ability, a rule, or at the discretion of your GM. There are two levels to Bonus and Penalty :(Bonus add to the roll, while Penalty substract to the roll)
- Minor (2)
- Major (4)
Applying Bonuses & Penalties Only one Bonus or Penalty applies per roll.Bonuses and Penalties cancel each other out when they’re equal.
- You can’t combine a Minor and a Major Bonus/Penalty.
- Two Minor Bonuses or Penalties combine into a Major one.
- A Major Bonus becomes Minor if a Minor Penalty applies (and vice versa).
Advantages & Disadvantages
An Advantage provides you with another chance to succeed, while a Disadvantage gives you another chance to fail.- With an Advantage, roll twice and take the better result.
- With a Disadvantage, roll twice and take the worse result.
Applying Advantages & Disadvantages Only one Advantage or Disadvantage applies per roll.
- If both apply, they cancel each other out.
Critical rolls
Critical rolls represent extreme luck or badluck and override the normal success or failure.The effect of a Critical results is usualy determined by the GM, but in the case of a Critical Success, you can request a specific outcome to the GM.
Guideline on the impact an Aptitude has regarding to Critical results : Each point above 11 in an Aptitude add an additional 5% Critical Success chance. Each point under 9 in an Aptitude add an additional 5% Critical Failure chance. So an Aptitude of 9, 10 or 11 mean being average, with no additionnal chance of Critical Success or Critical Failure.
Critical Success
Rolling a 20 on a d20 is always a Critical Success. Special rule :- During a Check, Contest or Spells: Rolling a result of 31+ is considered a Critical Succes.
- During an Attack: Rolling 10+ above your target's Defense Rating is considered a Critical Succes.
Critical Failure
Rolling a 1 on a d20 is always a Critical Failure. Special rule :- During a Check, Contest or Spells: Rolling a result of 10 or less is considered a Critical Failure.
- During an Attack: Rolling 10+ under your target's Defense Rating is considered a Critical Failure.
- Failing an Attack in melee with a Missile Weapon is automaticaly considered as a Critical Failure.




