Checks

Checks
To figure out, if an action is a success or failure, dices are thrown.

There are different kind of checks, depending on the situation, but mostly we use one of the following two kinds of checks:

Attribute check
Also known as Skill or Ability check, depending on the use.

The throw consists of:

The attribute, sometimes with a multiplier (x1.5, x2.0, x3.0) - actual Psyche points +/- special bonus or malus + 1D100 cast.

The result should be between 1 and 200 and has to be interpreted as follows:

50+ : If it was an easy action, it was a success.

75+ : If it was a normal action, it was a success.

100+ : A hard action would be a success.

150+ : An impossible action would be a success.

The game master (GM) decides what kind of action the throw was used for.

Comparing check
This check is used, when two players or characters try to achieve the two opposing goals at the same time. Best example, two persons try to open a door from different sides and struggle, who will win.

The main difference to an attribute check is, that both practically do a attribute check and have to get a higher score than the other.

If the Winner (the one with the higher score) has at least 25 points more, he wins the struggle and he can do his action (with minor set backs).

If his throw was at least 50 points higher, he succeeds without aliments. With 75 points, he crushes his opponent.

But if he wins with less that 25 points, he did not win, they are still struggling, but the winner gets a +10 bonus, if he continues on trying.

Critical failure
If the 1D100 throw shows a 11, 22, 33 and so on, the check was a failure, even if it would be high enough to succeed.

The GM can decide, that the throw results in extra inconveniences.

Critical success
If the sum of the attribute or similar score is at least 25 points higher, than it was necessary, a critical success was made.

This means extra damage or the hit of a vital spot with an attack or that the cost of the action is reduced.