The Rules at a Glance
- Rolling dice: Use two ten-sided dice to play the game. Usually these are read as percentiles from 01-00 (100), with one die as the tens digit and one die as the ones digit.
- Stats and Skills: Humans have stats (Body, Speed, Mind, and Soul) and skills, all of which can range between 1%-99%. Each skill is tied to a single appropriate stat.
- Minor Skill Checks: In relaxed situations where you have plenty of time and are not at risk, you automatically succeed in any skill that you have at 15% or higher. If you do not have a suitable skill, you may roll agains the appropriate stat instead; for this roll, your stat is reduced by 30.
- Significant Skill Checks: In situations where there is uncertainty but little actual risk, you succeed strongly if you roll equal to or under your skill level, and you succeed weakly if your roll above your skill level but equal to or under your related stat. If you do not have a suitable skill, you may roll agains the appropriate stat instead, to just barely squeak by; for this roll, your stat is reduced by 30.
- Major Skill Checks: In tense situations where time is important and/or you are at risk, such as in combat, you only succeed if you roll equal to or under your skill level. If you do not have a suitable skill, you may attempt a Hail Mary (see below).
- When to roll: The GM always decides what rank of skill check to request and how to interpret it. He may be aware of factors you do not know about.
- What to roll: Besides rolling equal to or under your skill or stat level to achieve success, the number you roll has other effects. Your goal is to roll as high as you can without going over your skill. The closer your roll is to your skill level, the better you do.
- Minimum rolls: The GM may require you to roll a certain number or higher, as well as below your skill or stat. If your skill is lower than the difficulty, you cannot perform the action.
- Matched rolls: A match is when both dice come up with the same number, such as 11, 66, or 44. This makes the action you are attempting more dramatic, but whether that added effect is good or bad depends on whether the roll was a success or failure. A matched success is unusually good, but a matched failure is unusually bad.
- Fumbles: A fumble is when you roll double zeroes and it means the worst possible outcome occurs, short of death. Even if you somehow have a skill or trait at 100%, rolling a 00 is still a fumble.
- Crits: A crit (critical success) is when you roll 01, and it means the best possible outcome occurs. A crit supercedes even a difficult roll.
- Hail Mary: If you do not have a suitable skill for a major skill check, you can still attempt a Hail Mary. Roll against your appropriate stat. You fail on any result except for that of a crit or a matched success, either of which earns you only marginal success.
- Flip-flop rolls: In some situations or with some skills, you may be allowed to flip-flop a roll. This means you have the option of switching the dice. If you rolled a 91 and you can flip-flop that roll, you could make it a 19 instead.
- Shifts: A shift is a modifier applied to your skill number or stat before you make the roll. Shifts are usually temporary, and might be applied because of wounds, difficult environments, etc.