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
| Result | Requirement |
|---|---|
| Critical | Natural 01; always succeeds |
| Extreme | At or below one-fifth of effective skill, above 01 |
| Hard | At or below one-half of effective skill, above Extreme |
| Regular | At or below effective skill, above Hard |
| Failure | Above effective skill |
| Fumble | 96–100 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.