If theres a chance the action might fail or succeed in an interesting way, the game uses a 20-sided die (a d20) to determine what happens:
- Roll a d20. If you roll a 10 or a 20, roll again and keep adding until you roll something other than a 10 or a 20. The final result is your die total.
- *Look up the die total on the Bonus Chart.
Add the bonus to the skill or attribute being tested, and any circumstantial modifiers. This is your action total.
Note that modifiers never change the die roll, only the action total.
Success Levels
A total that equals the DN is a Standard success, but higher totals often grant extra effects. If the final total is at least five points over the DN, the character has a Good success. If its at least 10 points over the DN, its an Outstanding success. Generally, we only care if a result is equal to or more than the DN, five or more points over the DN, or 10 or more points over the DN. Most of the time it should be obvious and you wont have to get the exact result.
Success Levels
Result Points | Success |
0-4 | Standard |
5-9 | Good |
10+ | Outstanding |
Test Failure
What happens when a test is failed depends on whats at stake. If its an attack or interaction, it just fails and the character may try again (usually on his next turn if in combat, for example). If its an attribute or skill test, the Game Master might decide the character can try again after a certain amount of time has passed or conditions change. She might also want to introduce a dramatic element that increases the tension or risk of attempting the test again.
Mishaps
Some tests, such as casting spells or firing Rapid Fire, have additional effects in case of Mishaps. A Mishap is a natural roll of 1 on the first die roll when testing a skill or attribute total. Dont count 1s that come up as part of rerolls, Up results, or spending Possibilitiesonly for the first die rolled. Some situations might expand the range of Mishaps, such as 12 or even 14. This may also add extra consequences to a Mishap. This is explained in the particular section whenever necessary. If multiple conditions apply, they all trigger on any Mishap.
A roll of 1 always fails, and no Possibilities may be spent to change it. That means even characters with the highest skills and attributes arent always successful. Other Mishaps, such as those that are triggered by a natural roll of 2, 3, or 4, for example, may be successful if the total is high enough (or more likely, Possibilities are spent), but the action still triggers any applicable Mishap consequences.
Favored Skill
Some Perks, spells, or abilities say a skill is Favored. Immediately after rolling the first die of a test and assuming its not a Mishap you may discard that result and roll again, but must accept the new result. Only the first roll is eligible for a reroll, not any dice that result from a 10 or 20, Up conditions, spending Possibilities, Hero or Drama cards, etc.
Multi-Actions
Favored skills do not grant a reroll when part of a Multi-Action.