Resolving skills

  Critical Success   When you roll a natural 10 on your d10, you've scored a Critical Success. Roll another 1d10 and add the result to your first roll. If you roll another 10, you do not score another Critical Success.   Critical Failure   When you roll a natural roll of 1 on your d10, you've scored a Critical Failure. Roll another 1d10 and subtract the result from your STAT + Skill + the first roll. If you roll another 1, you do not score another Critical Failure.   Modifying the Attempt   Sometimes conditions beyond your control may make it harder to perform a task. For example, a Simple (DV9) Skill Check is a whole order of magnitude tougher during an earthquake. These external conditions are called Modifiers. When the GM decides a Modifier applies to your Skill Check; you will subtract the Modifier Value from your roll. Here are some typical examples of conditions that might cause your GM to call for Modifiers (they are cumulative).   Negative Modifier examples:   Night or low lighting conditions -1 Have never done this before -1 Complex task -2 Don't have right tools or parts -2 Slept uncomfortable the night before. -2 Under extreme stress -2 Exhausted -4 Extremely drunk or sedated -4 Trying to perform task secretly -4 Task obscured by smoke, darkness -4   Trying Again   If you fail a Skill Check, you can't try again unless your chances of success have improved for some reason you took longer, used a better tool, or you (or one of your friends) made a Complementary Skill Check.   Complementary Skills   Complementary Skill Checks are where the use of one Skill directly affects the use of a subsequent Skill. At the GM's discretion, a good roll in one Skill (which can even be rolled by another Character) may confer a +1 bonus to the subsequent use of a related Skill, so long as the complementary nature of the two Skills makes sense. These +1 bonuses only affects a subsequent attempt once, and Complementary Skill bonuses do not stack.   Taking Extra Time   Taking Extra Time can also give you a bonus to your Skill Check. When the GM tells you how long a task will take to complete, you can get a single +1 bonus to your Skill Check for taking four times longer.   When You Don't Have A Skill   When you just don't have a Skill to use, but you want to try anyway, you have one option: Simply use the STAT that the Skill you don't have is linked to and add it to 1d10. That's all you get. You are relying purely on your STAT.   Using Your LUCK   Before you roll, you can dedicate a portion of your remaining LUCK Pool (which holds LUCK Points equal to your LUCK Statistic, and which refills at the beginning of each game session) to a Check, which increases the roll by +1 for each point in your LUCK Pool that you expended. LUCK is a powerful force that can allow the otherwise impossible to become attainable.

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