The Percentile Roll
When an action is uncertain and important, roll d100. Roll equal to or below the effective skill to succeed. Apply difficulty modifiers first, then cap the effective skill between 1 and 100.
Results
| Roll | Result |
|---|---|
| 96–100 | Fumble: failure with an additional complication |
| Up to 5% of effective skill, minimum 1 | Critical success |
| Up to 20% of effective skill, above critical | Special success |
| At or below effective skill, above special | Ordinary success |
| Above effective skill | Failure |
Check for a fumble first. A roll of 96–100 fumbles even when it is technically under your skill. A roll of 01 is always a critical success because the minimum critical threshold is 1.
A critical result accomplishes more than the immediate task: it may be faster, quieter, more complete, or reveal a useful extra fact. A special result is notably effective. On a failure, the Keeper should move the situation forward with a cost, complication, lost time, or new danger rather than simply ending the investigation.
Difficulty
| Circumstance | Modifier |
|---|---|
| Routine | +20% |
| Standard | +0% |
| Difficult | −20% |
| Hard | −40% |
| Extreme | −60% |
| Near Impossible | −80% |
Describe how you help yourself before you roll. Good tools, preparation, a useful position, or assistance may improve the circumstances. Darkness, haste, injury, distraction, and poor equipment may worsen them.
Bonus and penalty dice
With a bonus die, roll two d100s and keep the lower result. With a penalty die, roll two and keep the higher result. Use one or the other as appropriate; they do not replace a difficulty modifier unless the Keeper says they do.
Aiming with a ranged weapon grants +20% per full round, up to +60%. You cannot move or take another action while aiming, and damage or movement ends the aim.
Opposed checks
When two investigators directly contest each other, both roll. A critical beats a special, a special beats an ordinary success, and an ordinary success beats failure. If results match, the lower roll wins. If both fail, the roll closest to the target number wins. A fumble loses unless both sides fumble.
Luck
Spend 1 Luck to reroll a failed action or gain +20% to one skill check. Luck refreshes after a full night's rest. Spend it when the outcome matters, not merely because a roll went badly; the Keeper may still describe a cost to success.