Skill rolls use percentile dice: rolling 1d10 to represent units, and a second for tens. Skill rolls serve as accuracy or "to-hit" rolls, whereas effect dice cover the damage of attacks and the potency of actions. A character's skill modifier is increased by 10 for every point in the relevant Speciality rank, and 5 for every point in the attribute being used. An attribute is ranked from 1 to 10, and a Speciality rank ranges from 1 to 5 but it may not be higher than the attribute used with the Speciality.

Att. | Spec. 0 1 2 3 4 5
1 5 15 n/a n/a n/a n/a
2 10 20 30 n/a n/a n/a
3 15 25 35 45 n/a n/a
4 20 30 40 50 60 n/a
5 25 35 45 55 65 75
6 30 40 50 60 70 80
7 35 45 55 65 75 85
8 40 50 60 70 80 90
9 45 55 65 75 85 95
10 50 60 70 80 90 100


The type of dice rolled is determined by the character's skill modifier. The exception are Defence rolls, which always use d10s, and the rolls of weapons and items, which use their own specified dice separate to the character's own.

Effect dice Skill modifier
1d6 40 or under
1d8 41-65
1d10 66-90
1d12 91+

So a character with a skill modifier of 30 in Melee would perform unarmed attacks by rolling 1d6, and adding modifiers appropriate to the action type being performed. In turn this punch (or kick, or headbutt, whatever) would be opposed by the target's Resistance roll if it connects.


Exigency uses a three-action system. Actions are an abstract measure of time and effort: the number of actions devoted to an act determines its potency. The power of an attack, the distance travelled by a movement. Expending more than one action increases the number of dice thrown as well as increasing the modifier used. Some weapons or techniques have caps on how many dice they grant, and this can't be bypassed by spending other actions.

Single action Double action Full action
1 Effect dice, + Speciality 2 effect dice, + Speciality and Attribute 3 effect dice, + Attribute *2

For example, assuming a character with a 1d8 sword, a STR of 6 and a Melee rank of +3, would give us effects of:

Single action Double action Full action
1d8 +3 2d8 +9 3d8 +12

A character with these stats would also deal 1d8 effect with their bare hands. However, such an attack is capped at one dice, hence the sense in using a weapon. The exception are character builds who opt for the Specialist archetype at character creation, which allows any Speciality rank to be weaponised and utilise the 1/2/3 dice-to-action mechanics.

Challenge resolution

Roll 2d10 for skill, giving a value between 1-100, then add modifiers. This opposes either a target's own skill roll (referred to as an active defence) or a flat value to beat. If the skill roll hits the ability's critical threshold (default 5% chance, plus 1% per point in the Speciality rank) then critical hit/critical success rules apply: the effect roll is maximised, along with any relevant aspect or item bonuses.

If the skill roll successfully beats the target value, effect is rolled. This is reduced by the target's armour or any situational penalties. Then the final value is opposed by the target's own effect roll: in combat, this would be a Defence roll.

If the target fails to roll higher than the incoming attack, they lose HP (or MP) based off the strength of the technique or weapon. Most attacks will only deal 1 or 2 points of damage. The average Exigency character has around 6 HP, although some builds will have slightly less or significantly more.

This core mechanic is maintained even when the outcome isn't predicated on causing harm: in such an instance, every point of "damage" is abstracted as a success. A success might be tripping or impeding a foe, with additional successes increasing the duration, or it might be hacking a computer, stitching a wound, remembering a face.

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