To make a skill check, roll 2d6 and add the most relevant skill level and attribute modifier. If the total is equal or higher than the check’s difficulty, the check is a success. On a failure, the PC either can’t accomplish the feat at all or they achieve it at the cost of some further complication to the situation. The GM determines the specific outcome of a failure.
If the character doesn’t even have level-0 in the pertinent skill, they suffer a -1 penalty to the roll. In the case of particularly technical or esoteric skills they might not even be able to attempt the skill check at all.
Some checks might be suitable for more than one skill. A javelin-throwing contest might use Exert for being an athletic contest, or Shoot for involving a ranged weapon, or Stab for using a muscle-powered thrown weapon. In such cases the PC can use the best applicable skill. In other situations, a skill might seem peripherally relevant; trying to find the hidden bomb in a starship’s engine core before it detonates might certainly use Notice or Fix, but a GM might also let Pilot be applied, as a veteran pilot might be expected to know what their engine should look like. In such peripheral cases, the check difficulty usually increases by 2.
Skill Check Difficulties | |
6 | A relatively simple task that is still more than the PC would usually be expected to manage in their regular background. Anything easier than this isn’t worth a skill check. |
8 | A significant challenge to a competent professional that they’d still succeed at more often than not. |
10 | Something too difficult to be expected of anyone but a skilled expert, and even they might fail. |
12 | Only a true master could expect to carry this off with any degree of reliability. |
14+ | Only a true master has any chance of achieving this at all, and even they will probably fail. |
Particularly helpful or hostile circumstances might give a bonus or penalty to the skill check. As a general rule, extremely bad circumstances or tools would apply up to a -2 penalty to the skill check, while a very good situation or the perfect set of tools might give up to a +2 bonus to the roll. Usually, no combination of modifiers should add more than +2 or -2 to any given skill check.
When To Call for a Check
Skill checks should only be called for challenges that fall outside the PC’s background and common experience. A PC with the background of a starship pilot should not be rolling skill checks to land a ship or navigate to an in-system destination. As a general rule of thumb, if failure at a particular task would make the PC seem notably incompetent at their role in life, then they shouldn’t have to roll a skill check for it. In addition, if failure or success at a check really doesn’t matter in the game, if it won’t produce some interesting result either way, then a check shouldn’t be made.
Even concept-related feats might require a skill check, however, if the situation is especially bad or the circumstances particularly hostile. The pilot might have to make a Pilot skill check to land a ship if they attempt it in the middle of a man-killing sandstorm, and a noble might have to make a Connect skill check to find shelter with an aristocratic relation if they’re currently wanted by the stellar tyrant’s guards.
Aiding a Skill Check
Sometimes one PC will want to lend a hand to another as they attempt a difficult feat. To do this, the player first describes what sort of action they are taking to help their comrade. If the GM agrees that their effort makes sense and would be helpful, the player then rolls a relevant skill check against the same difficulty as the original check. If it’s a success, the other PC gets a +1 bonus on their roll. Multiple PCs can try to help, but the acting PC can’t earn more than a +1 total bonus.
The helping skill doesn’t necessarily have to be the same skill the PC is checking. If a player can think of a way to help a Sneak check with Talk, then so be it.
Opposed Skill Checks
Sometimes a PC wants to accomplish something that another character wants to prevent. Sneaking past an alert guard, winning a shooting tournament, or besting an alien in a tentacle-wrestling competition might all be opposed skill checks.
In such cases, all participants roll their relevant skills and the highest score wins, with ties going to the PC. To make the NPC’s roll, check their listed skill bonus; they can add it to any skill check appropriate to their role or profession. If the NPC has no reason to be particularly good at the challenge, they simply roll 2d6 and add nothing.
In most cases, the relevant skills are obvious. A character trying to skulk past a vigilant guard would be rolling their Dex/Sneak against the guard’s roll, while one trying to out-tentacle an alien would be rolling Str/Exert. When in doubt, the GM decides which skill is most applicable.