Add the value of the Skill to the value of the Controlling Aptitude to get a target number.
A skill test may involve modifiers that add (make the skill test easier) or subtract (make the skill test harder) from the target number. See Below.
Roll percentile dice (D100 or D%) for results ranging from 00 to 99.
A roll of 00 is an Automatic Success even if modifiers take the target number below 0.
A roll of 99 is an Automatic Failure even if a skill is over 100.
If the number rolled is less than or equal to the target number, the result is a Success. Otherwise, the roll is a Failure.
A Critical Success or Failure occurs any time you roll doubles (22, 33, 44, etc).
Combat skill checks use a special procedure.
Skill Test Modifiers
Any number of factors might come into play when dealing with a Skill check. The GM sets the Difficult of the Check, which creates the following modifiers:
- Effortless +30
- Simple + 20
- Easy + 10
- Average +0
- Difficult -10
- Challenging -20
- Hard -30
Other factors might include environmental conditions, lighting or other hazards.
- Minor +/- 10
- Moderate +/- 20
- Major +/- 30
Finally, the Character can use a complementary skill to help them in a Skill Test. For example, a Character trying a Programming Skill test might be able to justify using Academics: Computer Science as a complementary skill. Bonuses from complementary skills can range from +10 to +30 depending on the value of the complementary skill itself.
- A complementary skill value of 01-30 adds + 10
- A complementary skill value of 31-60 adds + 20
- A complementary skill value of 60+ adds +30