Skill Checks

When a character tries to achieve a goal, it's considered a challenge that tests one of their specialities; aka a skill check. Unless otherwise stated, higher is better. You roll 1d100 and add the character's highest relevant modifier *10, whether its an attribute or base competency, and then any appropriate bonuses/penalties from situational factors or equipment. The speciality represents the character's training and experience, the dice their effort and luck, and the attribute their natural1 ability. Some checks, such as mobility or balance [AGI] or concentration [FOC] are considered a basic element of their attribute and don't have an associated speciality.

An important note about dice: Please remember that when making a 1d100 roll, you multiply the modifier by ten! So the bonus from STR 5 is +50 to a Strength check, not merely +5!

A skill check is either made to beat a flat, pre-determined value (e.g. using Tech to hotwire a vehicle, or Agility to climb over an obstacle) or it is opposed by a rival skill check (e.g using Sense to spot a character using Stealth). Sometimes checks aren't even used, and flat attribute values or base competencies are used instead. When a character with Tech +5 reformats a mainstream computer, it's a given that they can practically do it in their sleep!

Some skill checks may include more than one speciality depending on the GM's preference- a doctor, for example, might be allowed to use both Analysis and Medic alongside their Intellect in order to diagnose a patient's condition.

When being played in the play-by-post forum format, the GM may wish to make some or even all skill checks themselves depending on player preference. This is a useful option if the party wants to focus on roleplay and contributing to the narrative, but it may make them feel powerless if they're never given an opportunity to determine an outcome directly. Best to ask them what they think!

Criticals

A critical success is a particularly spectacular outcome of great benefit to the user, while a critical failure is the opposite- these are sometimes referred to as critical hits or critical misses in the context of combat checks. Unlike some other game systems a critical in Exigency merely greatly improves/worsens the odds of achieving a positive outcome rather than outright guaranteeing a success or failure.

A character's chance to critically succeed is 5% +1 percentile per speciality point. Their chance to critically fail is 5% -1 percentile per speciality point. For example, a character with +4 Ranged has a 1% chance of critically failing on a Ranged check, and a 9% chance of critically succeeding on a Ranged check: this means a roll of 1 would be a crit fail and a roll of 92 or more would be a crit success.

A critical hit deals maximum damage, has double its normal armour piercing value, and has a +50 bonus to hit. A critical success outside of combat has a +50 bonus to the success roll. Certain factors can increase these bonuses, such as superior weaponry or ability.

A critical failure is damaging for two reasons: firstly, it stops the character using their attribute bonus on the check (factoring in only the d100 roll and their speciality) and secondly it upgrades the opposing check into a critical success. Crit failing a Resistance check will maximise the damage, crit failing an Evasion check will greatly increase the attacker's chance to hit, and so on.

While criticals are mostly dependant on sheer luck, several aspects and certain weapon properties can increase a character's chance of getting one, as can psionic abilities and stimulants and… other things.

Situational modifiers

Certain environments and scenarios can have an impact on checks. Some of these factors may be avoidable- for example, if a character passes a Concentration check they may avoid being distracted- but that's up to the GM to decide!

Example Difficulties

Difficulty (skill roll required) Example (speciality used)
Effortless (0) Dodge a charging snail (Evasion)
Simplistic (25) Notice an approaching tank (Sense)
Average (50) Perform research on a computer (Tech)
Challenging (75) Sneak past a guard (Stealth)
Difficult (100) Treating a horrific new virus (Medic)
Incredibly Difficult (200) Successfully lie to a powerful telepath (Social and Psi Defence)
Legendary (300) Solve a multinational conspiracy (Analysis)

Saving Throws

Resistance, Reactions, and Resolve differ from most other specialities in that every character will have a default value in them, without necessarily having to consume a speciality slot or invest character points.

When challenging these values, roll 1d10 and add the appropriate modifier. At the start of combat, every participant makes a Reactions check to determine attack order.

When a physical attack or ability challenges Resistance, or when mental trauma challenges Resolve, the character rolls in an attempt to beat the attack or ability's damage/power value; if they roll higher, the effect is nullified and the damage is reduced by the character's Resistance/Resolve value. However when an attack hits, the victim always takes at least 1 point of damage.

This differs from armour and Psi Defence, which are standard, automatic reductions towards damage or hostile effects with rolls only being necessary in some instances.

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