Most uses of many skills should be routine.
For example, suppose ArmorMan is using his ``Computer Programming''
skill to create a web-page to advertise his new superteam.
Since there is no time pressure
and ArmorMan's programming skill is
beyond the professional level, the Narrator decides
he should be able to create a decent webpage. On the other
hand, if a hacker is attempting to vandalize the
webpage, the Narrator might decide to require a Skill roll,
to determine whether ArmorMan's security
measures are adequate to defeat the
intruders.
To relate the character's skill rank to their level
of expertise, use the following table:
In the
above list, no distinction is made between the two scales.
Switching a character from a fine-grain setting to a course-grain
setting without changing their skill values will make them
objectively better, but at the same relative position
compared to others.
Note that the above categories are defined in terms of
some presumably "normal" society, averaging over the
cultures in the game.
The world designer may create cultures that are
reknowned for having a certain skill, or known for
their limited grasp of other skills.
This is usually translated to giving all
members of that culture skill bonuses or penalties in these
area.
This may shift the interpretation of skill ranking within that
culture by a fixed amount, either up or down.
However, it shouldn't change the ``global'' interpretation
of the skill. For example, if Elves are generally at
rank 14 in Archery, and Gilroy the Elf
has an archery skill of 15, he may be considered an amateur
by elven standards, although his ability would be that of
a Top Professional among humans. He could use his Archery
skill routinely to earn a living teaching humans archery;
but if he tried the same thing among Elves, he would just
be laughed at.
For other uses of skills, there is a procedure to
determine the success or failure of the skill use,
perhaps measured quantitatively.
The procedure follows the outline below, but
we interpret the steps slightly differently
for different kinds of skill uses:
The default set of dice is 3 six-sided dice, with
the alternative of adding 10.
Some modifiers might also be added to the skill roll in
this step.
A narrator might choose to use a different set
of dice (or none at all) to make skill use more or less
predictible.
The narrator might even decide
to use different sets of dice for different
skills. The following guidelines tell how
to compute the standard deviation, which
is a good guide to how predictible the
results will be. The smaller the standard
deviation, the more predictible the results.
See Using other
sets of dice for a discussion.
- Unopposed Qualitative Skill Use
A use of a skill is considered qualitative if the
result just has two possible outcomes, success
or failure. The use is unopposed if no other
character is actively trying to cause the user
to fail. For example, jumping across a wide, bottomless
chasm might be a qualititative unopposed skill use.
This assumes that it is only important
whether the character reaches the other side or plummets
to certain doom, and that no one is trying to stop
the character from jumping across.
However, a broad-jump competition would be quantitative,
not qualitative,
since the exact distance jumped matters. A jump-off
in basketball might be qualitative, but opposed, since
the two centers would be competing against each other's
skill for the tip-off.
In qualitative actions, the last step, determing
the outcome from the Success or Failure level, is
simple. If the success level is 0 or positive, the
action is a success; otherwise, it is a failure.
The Narrator may use the exact level of success to
add color to the description of the outcome, (e.g.,
``In a burst of adrenaline, you effortlessly glide
across the chasm'' vs. ``You end up clinging
to the other side, panting
and sweat-drenched, but alive!'') but not its essential
nature.
To set the difficulty level, the narrator
can use the following chart:
- Success only an issue for
the unskilled or incompetent:
difficulty 15. (Skilled, competent characters
should be able to succeed as a routine use of skill.)
- Possible failure for a beginner: difficulty 18
- Challenging task (50/50 success) for a beginner: difficulty 20
- Challenging task for an amateur: difficulty 22
- Challenging task for a professional: difficulty 25
- Daunting task for a professional/ challenging task
for an expert: difficulty 28
- Daunting task for an expert: difficulty 32
- Nigh impossible for expert, challenge for
master:
difficulty 35
- Daunting task for master: difficulty 38 , challenge
for genius
- Nigh impossible for master, daunting for genius:
difficulty 40
- Legendary, stretching the borders of the
conceivable: difficulty 45
- Superhuman: difficulty 48+
Alternatively, a task that involves using a power
as described has a default dificulty of (20+ ranks of
power). For each aspect that needs to exceed
the described power by 10% in the fine-scale
or 20% in the course-scale, add one to the difficulty
factor. If an additional power rank is required
for success, add 4 to the difficulty in the course
scale and 8 in the fine scale. If more than two
such ranks are necessary, the action always fails,
unless the power has the Improved Maximum enhancement.
For each rank of power used above that required for
success, subtract 3 from the difficulty.( Note:
net effect is -2 difficulty,
since it still increases default difficulty).
Some powers have additional guidelines for difficulty.
See Power list .
- Unopposed, quantitative actions
These are actions where no one is actively
preventing success and where a quantitative
outcome is relevant. For example, a character
wants to know how far they jumped in a
broad-jump competition. It is important to
know an (approximate) distance, since the
distance will be used to sort various contestants.
To interpret success and failure, zero successes
represents normal performance. Each
additional
success level can mean one aspect of the
outcome is improved over normal by 10% (in fine-scale)
or 20% (in coarse-scale). Alternatively, each
4 successes (coarse-scale) or 8 successes (fine-scale)
can allow the action to act as if
one additional rank of power were used, up to
a maximum bonus of 1/2 the base ranks of power.
The normal difficulty for unopposed, quantitative
actions is 20 for mundane actions, or 20+ power ranks
used for using powers. Each circumstance that would
typically improve outcomes by 10% (fine) or 20 %
(coarse) subtracts 1 from difficulty; each circumstance
that would typically impair outcomes by the same
amount adds 1 to difficulty. Some powers have
additional guidelines for difficulty.
See Power list .
- Background knowledge
A background knowledge action is a use of a skill
that represents how much a character knows about
a subject. It differs from other actions in that
it is actually concerned with the character's prior
activities, learning and researching a subject,
rather than the outcome of a current action.
Mechanically, it is determined as a quantitative
unopposed action. This is usually allowed
only once; the character can of course research
the topic during the game, gaining a specialized
skill in the topic. However, use the following guidelines
for setting difficulty and interpreting success.
Note that difficulty is determined by how closely
a subject matches the skill being invoked:
- The subject is essential to the skill; no
one could study the skill without learning about
this subject. E.g., concept of programming language
as a subject for computer science.
Difficulty: 15
- The subject is a central part of the skill.
It would be unusual to study the skill without
learning about this subject. E.g., Common programming
language (C,JAVA)
as a subject for computer science. Difficulty: 18
- The subject is a typical but advanced
part of the skill.
Most people would eventually learn about the subject in
studying the skill. E.g., compilers as
a subject for computer science. Difficulty: 20
- The subject is an elective part of the skill.
It is neither typical nor atypical to learn about
the subject as part of the skill.
E.g., computer security as a subject for
computer science. Difficulty: 24
- The subject is an unusual aspect of the skill.
Only a small fraction of skilled people would know
something about the subject, e.g.,
quantum computing
as a subject for computer science.
Difficulty: 28.
- The subject is an esoteric aspect of the
skill, studied by only a few specialists, e.g.,
complexity
theory of randomized algorithms as a subject
in computer science.
Difficulty: 32.
-
The subject is only tangentially related to the
subject, and is not currently researched as a
part of the discipline. E.g., alien robots
as a subject in computer science. Difficulty:
36.
To interpret success/failure, use the following
guidelines:
- 4+ failures: The topic is totally
unfamiliar to the character, at least as an
aspect of the skill.
- 1-3 failures: The topic is familiar
to the character, but her recollection may
be faulty. The player can ask the narrator
simple questions, but the answers may be
incorrect or misleading.
- 0 successes: The topic is familiar to
the character, but the character cannot
recall much now. The player can ask the
narrator a few yes/no questions and get accurate
answers.
- 1-3 successes: As above, except the
questions can be short (one or two word)
answers.
- 4-7 successes: The character has some background
in the subject, but her recollection isn't
perfect. The narrator should fill the
player in on basic background, about a paragraph
or so. The character would
know who to ask, what books to use, or how to further
research the topic given sufficient time.
The player can choose to record a specialized skill
on this topic at partial inheritance.
- 8+ successes: The character studied the
topic extensively. The narrator should allow
the player with answers to most questions
(directly) on the topic on request.
The player can choose to record a specialized
skill on this topic at full inheritance.
- Qualitative opposed actions
This is an action for which the only relevant
information is success or failure, and for
which the main obstacle to success is another
character's actions.
Success/failure levels is interpreted as
for qualitative unopposed actions : zero or
more successes means the action was a success,
otherwise the action was a failure.
The difficulty factor is set at the opponent's
skill roll (usually an NPC opponent will take the
deterministic roll, 10 + skill level) modified
as follows:
- Circumstances overwhelmingly favor actor,
e.g., moving silently past guards while camp is
being bombarded.
Subtract 12 from Difficulty.
- Circumstances greatly favor actor,
e.g. moving silently past sleeping guards.
Subtract 8 from Difficulty
- Circumstances substantially favor actor,
e.g., moving silently past guards distracted
by an accomplice.
Subtract 4 from Difficulty
- Circumstances moderately favor actor,
e.g., moving silently past arguing guards.
Subtract 2 from Difficulty
- Circumstances neither favor or hinder
actor. No modifier
- Circumstances moderately hinder actor, e.g.,
moving silently past highly responsible guards.
Add 2 to Difficulty.
- Circumstances substantially hinder actor,
e.g., moving silently past guards warned of
possible intruder. Add 4 to Difficulty.
- Circumstances greatly hinder actor, e.g.,
moving silently past guards on a surface of dried
leaves or creaky floorboards. Add 8 to Difficulty.
- Circumstances overwhelmingly hinder actor, e.g.
moving silently,
passing between two guards standing close together.
Add 12 to Difficulty.
When applicable, use the following guidelines:
Each rank or difference in ranks
of an appropriate power might add or subtract
up to 4 to or from Difficulty in a coarse-scale game
or up to 8 in a fine-scale game.
Any circumstance that gives one party a 10% advantage
(fine-scale) or 20% advantage
(coarse-scale) in some respect affects Difficulty
by 1, e.g., if one party had 20% more time than
the other to perform the same task, that party
should get a +1 modifier in the coarse scale or
a +2 modifier in the fine scale.
- Quantitative opposed actions
A quantitative opposed action is one where the
degree of success matters, and the action is
being hindered by another character's actions
or skill. Set difficulty as a
qualitative opposed
action . Interpret success as a
qunatitative
unopposed action .
- Attacks in combat
Making an attack in combat is a special form of
quantitative opposed action. There are a
few additional rules that apply only to attacks.
Setting the difficulty level: Most attacks are
Initiatives, actions which provide other
(aware) characters
get a Resonse or Counter-Initiative action.
Typically, the character will make
a defensive maneuver in response to being attacked.
If so, and if the maneuver is an appropriate
defense, the basic difficulty for the attack is
set at 10+ skill level of defender. (Other modifiers
might apply.)
If the character is aware of the attack,
and makes no defense or an inappropriate defense,
then the difficulty is set at 6+ (Most relevant attribute),
usually 6+DEX. In other words, the character is
defaulting to a defense skill with partial inheritance.
If the character is not aware of the specific
attack but is aware that she is in
a combat situation, the difficulty is set at her most
relevant attribute, usually DEX.
If the character is unaware of the possibility of
attack, the difficulty is set at 5.
Three standard modifiers apply to physical attacks.
First, a moving defenders Velocity (in VEL units)
is added to the Difficulty. Second, a ranged attack
from a distance at least twice as great as the size of the
defender has +1 difficulty for each Distance Unit of
range above the defender's size in Distance Units.
(I.e., for human-size defenders, the penalty is
the Range (in DU's) -2, and applies to 3 DU's (4 meters) and
greater ranges. )
Third, if the optional OOPS (out-of-position subtraction)
rule is used, the attackers OOPS add to difficulty, and
the defenders OOPS subtract from difficulty.
If an area or stationary object
is attacked rather than a character or moving object, as
in an area attack power or target shoot, then set the
difficulty as 5+ Range. Also see the corresponding note
for Interpretting success.
Interpreting success. Interpret success as follows:
- 2 or more Failure levels. Complete miss. Attack did
not reach target, or was deflected by target's defense.
If OOPS rule is used, and in hand-to-hand combat,
each failure adds to attacker's
OOPS (Out-of-position subtraction) until a recovery
action is taken.
- 1 failure level. Defender ``winged'' and takes
1/2 Base Damage, if this is meaningful.
Add 1 to attacker's OOPS.
- 0 success levels. Defender hit, and takes
Base Damage of attack. Add 1 to attacker's OOPS.
- 1 or more success levels. Defender hit for
Base damage plus Bonus Damage for each success
level. Bonus damage is 1/4 of attack form's
damage per rank (coarse) or 1/8 of damage per rank (fine).
Unless the power has the Increased Maximum Effect
power supplement, the Bonus Damage is capped
at half the Base Damage, regardless of success.
When success levels are positive, attacker gets
no OOPS in hand-to-hand.
Ranged attacks:
It may be important to obtain a distance by
which ranged attacks miss or hit their intended
targets. In general, 0 success levels means
the target is hit about midway between the center
and the outskirts, i.e., about 1/2 the
target's size from the center.
1 failure level
means the target was hit in the outskirts, about
the target's size from the center. Each additional
failure level doubles the distance by which the
target was missed. If other characters are
around, a random direction can be
chosen, and other characters or objects in the
vicinity are hit if they would be hit by a
roll at skill level 6. The narrator makes one
roll for each
character in the vicinity, in order of proximity
or in a random order.
Each success level halves the distance to the
center, so 1 success means about 1/4 the distance
from center to outskirts, 2, 1/8 the distance, etc..