Category:Throws

Throws
To figure out, if an action is a sucess or faliure, dices are thrown.

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

Attributethrows
Also know as Skill or Abilitythrows, depending on the use.

The throw consists of:

The attrbute, sometimes with a multiplyer (x1.5, x2.0, x3.0) - actuall Psychepoints +/- special bomus or malus + 1D100 throw

the result should be between 1 and 200 and is to interpreted as follwing:

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 imppossible action would be a success

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

Comparingthrows
This throw is used, when two player or character try to achive the opposite of each other at the same time. Best example, two peron try to open a door from different sides and struggle, who will win.

The main differents to a attributethrow is, thatboth practical do a attribute throw and have to get a higher score then 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 successes without aliments, 75 points, he crushes his opponent.

but if he wins with less that 25 points, he did not win, they are still struggeling, 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 one, the throw was a failure, independent it would be high enough to success.

The GM can deside, that the throw results in extra inconviences.

Critical success
If the sum of the attribute or similar score is at least 25 points higher, than it was neccesary, a criticl success was landed.

This means extra damage or the hit of a vitalspot in a attack or that the cost of the action is reduce.