Player's Handbook · Chapter 3

The Percentile Roll

When an action is uncertain and important, roll d100 against an effective skill or characteristic. Apply situational modifiers first, then cap the effective value between 1 and 100.

Results

ResultRequirement
CriticalNatural 01; always succeeds
ExtremeAt or below one-fifth of effective skill, above 01
HardAt or below one-half of effective skill, above Extreme
RegularAt or below effective skill, above Hard
FailureAbove effective skill
Fumble96–100 when effective skill is below 50; only 100 when it is 50 or higher

A fumble overrides apparent success and adds a serious complication. In opposed checks, Critical beats Extreme, Extreme beats Hard, Hard beats Regular, and any success beats failure. Equal levels go to the lower roll; if both fail, the roll closer to its target wins.

Difficulty

Routine circumstances may grant +20%, standard circumstances +0%, and difficult circumstances −20%. Hard and Extreme are success thresholds, not additional penalty bands: test against half or one-fifth of the effective value. Preparation, useful tools, assistance, darkness, haste, injury, and poor equipment may change the effective value or grant a bonus or penalty die.

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 specific modifier unless the Keeper says so.

Luck

Spend 1 Luck to reroll a failed action, gain +20% to one check, or automatically succeed at a routine task with no major risk. Luck normally refreshes after a full night's rest.

Manual updated Aug 17, 2026.