Player's Handbook · Chapter 5

How Actions Resolve

Everything you attempt with an uncertain outcome goes through one roll — the 1–100 roll. Your numbers set the odds; a single roll made behind the scenes settles the outcome. There are two kinds of roll: skill checks, for anything you do with knowledge and training, and attacks, for combat.

Skill checks

When you try something with a real chance of failure — crafting, investigating, hacking, tracking, talking your way past a guard — the GM sets a Difficulty (D). Difficulty uses the same 1–100 scale as your skill proficiency: think of it as the proficiency a task stops being a coin flip at. Then the GM rolls 1–100 behind the scenes:

Chance = 55 + (Skill proficiency − Difficulty) × 2
Roll 1–100; at or below the Chance → success
DifficultyBandExample
1–10EffortlessChange a tire, break a cheap lock, catalog a crime scene
11–25EasyPick a standard lock, patch a wound, hotwire an old car
26–40ModerateCrack a corporate console, print a standard part, calm a panicked witness
41–60ChallengingDisarm a bomb, counterfeit gear, precision micro-work
61–80HardBreak a sealed network, elite-level craft, rebuild an engine
81–100ExtremeJailbreak a city-war reactor, engineer something brand new

You don't roll against the same difficulty forever. The formula hands success back to you as your skill grows:

Skill proficiency − Difficulty ≥ 25 → automatic success. No roll.

The task that took a 41% gamble at proficiency 8 is simply done at proficiency 40, and is never checked again once your skill maxes out — everything up to Difficulty 75 succeeds automatically. As you grow, the GM raises stakes, not old difficulties: the starter lock stays a starter lock, and no longer needing to check it is the reward for investing in the skill. That's not a loophole — that's the point of growing a skill.

Modifiers shift how hard a roll ends:

SituationModifier
Proper tools+10
Ideal conditions+10
Each helper (max two)+10 each
Blueprint, recipe, or reference+10
No tools−30
Rushed−20
Under fire / hostile conditions−20

Rolls clamp at 5% low and 95% high — the ceiling is what a roll looks like right before the auto-success rule takes over. When two characters oppose each other — a debate, a chase, a tail — both roll, and the higher success wins; ties go to the defender.

What the roll means

The GM totals the chance and rolls in secret. You hear the outcome, not the DC — you learn how good you are by succeeding, not by reading the table.

  • Success by 10+ — clean. Extra detail, faster work, a useful byproduct.
  • Success — the attempt completes.
  • Failure within 10 — recoverable: time spent, materials half-used, the trail cold.
  • Failure by 10+ — a setback: an alarm, spent materials, a mark made suspicious.

A failed attempt usually can't just be rerolled the same way — the world moved. A retry needs a new approach, a new tool, or a changed situation.

Attacks

Ranges and movement at the table are in feet — abilities reach in feet, bursts spread in feet. Only the domain changes the travel scale: miles/km on land, nautical miles and knots at sea and in the air, meters of depth underwater, km and AU / light-minutes / ly / parsecs in space, meters and decks aboard stations.

An attack resolves in two gates:

  1. Hit check. Attacker accuracy (base 70 + DEX scaling + weapon bonus) minus target evasion (DEX scaling + speed bonus − armor weight penalty + position). The result is your hit chance, clamped between 5% and 95%. Roll 1–100; at or below the threshold, you hit.
  2. Dodge gate. A target who can see the attack rolls their evasion again. At or below it, they dodge entirely — no damage.

A target who doesn't know you're there cannot dodge. Attack targets unaware of you add +50% to +100% damage and auto-crit if they connect.

Damage

When a hit connects:

1. Base damage   = weapon/ability base + stat scaling
2. Range roll    = base × random between Min% and Max%
3. Crit          = if your crit chance triggers, damage becomes full base × crit multiplier
4. Vitals        = called shots to vital spots multiply further
5. Armor         = final damage × (1 − armor reduction)
6. Resistance    = elemental resistance applies last
7. Minimum       = you always deal at least 1 damage

Stat scaling follows your attack type: melee adds STR, ranged adds DEX, magic adds INT and WIS, mutant powers add the stats that govern them.

Damage ranges — risk vs reward

Every weapon and ability deals between a minimum and maximum percentage of base. This is combat's only real randomness, and it's a lever you control:

ModificationMin%Max%Character
Standard50%100%The baseline
Calibrated65%95%Consistent, lower ceiling
High-Power35%110%Higher ceiling, risky floor
Focused70%90%Very consistent, low ceiling
Volatile25%115%Massive crit synergy, terrible floor

The pairing rule: a critical hit always deals full base damage at the base line before the multiplier — so wide-range weapons shine when your crit chance is high (40%+), and narrow-range weapons suit low-crit builds. Wide range with few crits means you eat the floor; narrow range with high crits wastes consistency.

Crit chance comes from DEX and gear. Crit multiplier starts at 1.5× and increases with STR, DEX, and weapon mods — never below 1.5×.

Armor & position

Armor reduces damage by a percentage: the value over value + 100, e.g. 50 armor cuts a third; 150 cuts 60%. Each armor piece covers a specific location — a shot to an unarmored arm uses that arm's armor.

Where you stand matters. Flanking is coming at a target from the side or rear: +15% damage and evasion −15% from the side; +25% damage from the rear and the target's evasion −30%. Each extra attacker surrounding a target costs 5% more evasion.

Status effects

Status effects are a contest of potency vs resistance. If your potency beats the target's resistance, the effect lands with a duration and intensity scaled by the gap. Common harmful effects:

EffectWhat it does
Burning5% max HP per turn; spreads at 3+ stacks
Bleeding3% max HP per turn until bandaged
Poisoned2% max HP per turn plus a stat penalty
Chilled → FrozenSlowed, then immobilized if it escalates
Shocked → StunnedCan't act
Rooted / SlowedCan't move / half speed
Feared / Charmed / ConfusedForced movement, wrong targets, or a friend turned enemy

Beneficial effects work the same way in your favor: Haste (+1 action, then a stun when it ends), Shield (absorbs damage), Regenerate (5% max HP per turn), Blessed (+10% accuracy), Stealthed (enemies lose you).

The golden rule

Know your numbers and the world is predictable. Stack modifiers — position, armor pierce, crit, elements — and you'll turn a fair fight into a foregone conclusion. That's not a cheat. That's the game.

Manual updated Sep 11, 2026.