How Skills Work

Taking 5

Rather than rolling a check, you can choose to take 5. Calculate your result as if you had rolled a 5 on the die. Taking 5 is sufficient to automatically succeed on an easy (Difficulty 5) task, assuming a base modifier of +0. For more difficult tasks, you need a greater bonus (from higher abilities or skill ranks) to take 5 and succeed. Otherwise, you need to use one of the following options, or roll the die and take your chances.

Taking 10

When you are not in a rush and not threatened or distracted, you can choose to take 10. Instead of rolling for the check, calculate your result as if you had rolled a 10. For average (Difficulty 10) tasks, taking 10 allows you to succeed automatically, assuming a base modifier of +0. Unlike taking 1 or 5, you cannot take 10 if distracted or under pressure (such as in a combat or action situation). The Narrator decides when this is the case.

Taking 20

When you have plenty of time, and when the task carries no penalty for failure, you can take 20. Instead of rolling the check, calculate your result as if you had rolled a 20. Taking 20 means you keep trying until you get it right. Taking 20 takes about twenty times as long as making a single check, or about 2 minutes for a task requiring a round or less. If there are potential consequences for failing the check, such as setting off an alarm or slipping and falling, you cannot take 20 on it.

Comparison Checks

In cases where a “check” is actually a simple test of one character’s capabilities against another, with no luck involved, the one with the higher modifier or score wins. Just as you wouldn’t make a “height check” to see who’s taller, you don’t need to make a Strength check to see who’s stronger. The ability scores tell you that. When two characters arm wrestle, for example, the stronger character wins. In the case of identical bonuses or scores, just roll the die, with the highest roll winning.


Fragments of Earth VelvetDevil