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Roll D100 and compare this to the relevant skill's score. If the dice roll is equal to or less than the skill's score, the attempt is successful. If the total is greater than the skill's score, then it has failed.
Any modifiers are temporarily applied to the skill for the duration of the test only. A penalty will make the test harder while a bonus makes it easier. Where several modifiers can be applied to the same test, they will all have an effect, 'stacking' to make one final bonus or penalty.
Difficulty and Haste Modifiers
Difficulty |
Time Taken |
Test Modifier |
Very Easy |
Ten times normal time |
+60% |
Easy |
Five times normal time |
+40% |
Simple |
Double normal time |
+20% |
Normal |
Normal time |
+0% |
Difficult |
-- |
-20% |
Hard |
Half normal time |
-40% |
Very Hard |
-- |
-60% |
Nearly Impossible |
Almost instantly |
-80% |
If the dice roll in a test is equal to or less than 10% of the modified skill, then a critical success has been achieved.
The actual result of a critical success during a test is largely up to the Games Master. It normally achieves one of the following results:
¬ The task is completed sooner.
¬ The task is completed to a higher degree of expertise than normal.
¬ The task is completed with élan and style, generally impressing witnesses.
¬ The character gains additional information or insight into the task thanks to their brilliance.
Whenever a skill test results in a roll of 00, the character is assumed to have fumbled the roll.
The actual result of a fumble is largely up to the Games Master to decide. It normally results in one of the following mishaps:
¬ The task takes twice as long to finish and is still a failure.
¬ The task produces a useless result, that actually makes further actions more difficult.
¬ The task is failed spectacularly, opening the character up to derision and scorn from witnesses.
¬ The character becomes impeded or even harmed by his failure.
¬ Any test result of 01 to 05 is an automatic success.
¬ Any test result of 96 to 00 is an automatic failure (and, in the case of 00, a fumble).
Opposed tests are made by both characters attempting the relevant skill test. Both characters make the tests as normal, rolling 1D100 and attempting to roll equal to or under their skill.
If one character succeeds their test and the other fails, the successful character has won the opposed test.
Whoever rolled the highest in their skill test wins the opposed test.
Whoever rolled the lowest in their skill test wins the opposed test.
For normal skill tests, this means that the character simply has only a very small chance of failing in their specialised skill (the usual 96 to 00 chance of failure, with 00 being a fumble). However, once a character's skill score reaches 200% in a particular skill, they only suffer a failure on 97 to 00 when rolling tests with that skill, with 00 still being a fumble. Once a character reaches 300%, the failure chance reduces to 98 to 00. At 400%, the chance is reduced to 99 to 00. Finally, at 500%, the character will only fail on a roll of 00 and this is not considered a fumble.
To model an opposed tests when one or more of the opponents has a skill exceeding 100%, follow this process:
1. Apply all relevant test modifiers to both skills.
2. Halve both skills.
3. (If one skill still exceeds 100%, halve both skills again. Repeat until both skills are below 100%)
4. Resolve the test normally.
Every time that both scores are halved in this process, the chance of an automatic success (by rolling 01 to 00) is reduced by one.
With a group test, the Games Master may make a single percentile roll to determine the success of a group of individuals all performing the same task.
In a team test, success is cooperative; everyone reaps the benefit from a single success. If the roll is a failure, everybody fails.
In a sorting test, success is individual.
From time to time, the Games Master may need to determine the success of a large group of people performing the same task, in a situation in which there is no room for error. In this case, he may simply take the skill or Characteristic being employed and use that as the percentage of success.
Characters will often have the opportunity to help one another during various tests. Every assisting character adds his critical score (10% of his skill) to the primary character's skill.
This allows a character to perform a variety of gymnastic and balancing tasks, such as tumbling, walking a tightrope or keeping balance on a narrow or unstable ledge. The character can move at half his normal speed across an unstable surface without penalty. To move at a normal rate requires an Acrobatics test. A successful Acrobatics test will also halve the damage suffered from falling.
This broad skill covers a range of athletic activities useful to adventuring characters, including climbing, jumping and swimming.
Brute Force: Brute force is a particular application of Athletics that relies purely on power, with no finesse involved. Brute force is basically involves pushing, lifting or dragging. Rather than the normal Characteristics, brute force Athletics tests rely on STR+SIZ rather than STR+DEX.
Climbing: Given enough hand and footholds, a character can climb any surface given enough time without the need for a test. Under normal circumstances, a character can climb or descend one quarter of their Movement as a Combat Action. A character can double the rate of his climb or descent by taking a -20% penalty on his Athletics test.
Jumping: In general, a successful Athletics test allows a character to jump up to twice his own height horizontally or up to half his own height vertically, if he has at least five metres to run first. If he is making a standing jump, these distances are halved.
Penalties for jumping Athletics tests can be accrued by trying to jump further. A cumulative -20% penalty is bestowed for every extra metre the character is trying to jump.
Swimming: Characters normally swim at half their usual Movement. Athletics tests are only required when conditions are less than ideal - swimming while heavily encumbered or in strong currents, for example.
This covers small waterborne craft propelled manually by oars or sometimes paddles. Travelling across calm water does not usually require a test but adverse conditions such as currents and weather can bestow penalties.
The Dodge skill is used to avoid incoming objects that are swung or thrown at the character. The Dodge skill is normally used when using either the dodge or dive Reactions is combat.
If a character is driving a wagon, chariot or similar vehicle at not more than a walking pace across flat terrain, a Driving test will never be required. Tests become required when a character wants to do something out of the ordinary with a vehicle - traverse treacherous terrain, jump obstacles and so on.
The Evaluate skill enables the character to determine the value placed on something by others, effectively guessing its market value. Particularly common or obscure objects might give a bonus or penalty to the test but success will allow a character to guess the average monetary value of the object (normally guessing accurately to within 10% of its actual value)..
First Aid is always applied to a specific location. A character may apply First Aid to himself, though there is a -10% penalty.
First Aid Actions
Injury or Ailment |
Treatment |
Impalement |
A successful First Aid test removes the impaling item without causing more damage to the victim. |
Unconsciousness |
A successful First Aid test can revive a character from unconsciousness, though drugged patients may inflict a penalty on the First Aid test. |
Injured location |
A successful First Aid test on an injured location (but not one below 0 hit points) will heal 1D3 hit points to that location. |
Serious Injury |
A successful First Aid test on a location suffering from a Serious Injury will restore the location's hit points to 0. A limb is no longer considered useless and an Abdomen, Chest or Head location will no longer require tests to stay conscious. |
Major Injured |
A successful First Aid test on a location suffering from a Major Injury will not restore the location's hit points. This First Aid merely stabilises the patient enough so that they will not die of blood loss. |
It normally takes at least 1D4+1 Combat Actions to administer First Aid. Both characters must remain stationary and may not use Combat Actions or Reactions while this occurs.
A location that has had any variation of First Aid administered to it may not benefit from First Aid again until it has fully healed (is restored to maximum hit points once more). The use of First Aid requires suitable medical equipment such as bandages or salves.
Influence tests are normally opposed by the Perception, Persistence or another's Influence skill and are modified by how much a character is trying to change an opponent's mind.
The Lore skill is actually several different skills, each of which must be improved separately. The skills of Lore (Animal), Lore (Plant) and Lore (World) are all Basic skills. All other Lore skills are Advanced skills.
Each Lore skill defines an area of knowledge for the character and tests are made whenever a player wants to see if his character knows something about the subject at hand.
This covers the ability to recognise an animal, know its feeding habits, breeding cycle, habitats and so on. A character with a Lore - Animal skill of at least 50% may try to domesticate a wild animal, making a test after every full week of training. If the character also has a Riding skill of at least 50% and the animal is capable of being ridden, he may train the animal to ride during this period. The character may later train the animal not to panic in battle and to strike at his enemies. This takes a further period of training, with the character making a test at the end of each week to succeed.
A character well versed in Lore - Plant can identify plants in the wild, discover good places to grow crops, decide which plants are edible and what unusual properties they may possess.
This Lore skill is used to define the character's knowledge of the world he lives in. This includes history, politics, weather cycles, geography, superstitions and information on public organisations.
The Perception skill is used to represent the senses of the character when detecting objects or other characters.
Persistence is used whenever a character has his mental willpower called into question.
The higher a character's Resilience, the more likely he is to handle adverse physical conditions, such as weathering a vicious sandstorm, surviving in a drought or overcoming the effects of poison or disease.
If a character is riding a creature with the help of saddle and stirrups, at not more than a walking pace across flat terrain, a Riding test will never be required. Tests become required when a character wants to do something out of the ordinary with a mount - traverse treacherous terrain, jump obstacles, ride bareback and so on.
A successful test with this skill will result in the audience being pleased by the character's performance.
This skill is used to hide or take objects, without drawing undue attention. It is usually opposed by a Perception test if trying to avoid getting caught.
The Stealth skill is used whenever a character attempts to personally evade detection by another character. This usually happens when a character either tries to move quietly past an enemy, hide from one or performs a combination of both. Stealth tests are opposed by the Perception skill and are modified according to the situation.
The Throwing skill is usually used to judge the accuracy of the character when throwing improvised objects, from small stones to bar stools. Weapons that are thrown can either use their own specific skill, such as Spear for javelins, or the Throwing skill, at the character's preference.
A thrown object will have a maximum range of one metre for every point the character's STR exceeds its SIZ. The Throwing test measures the character's accuracy during the throw and the Games Master may choose to treat this as a ranged combat attack.
The Unarmed skill covers all untrained unarmed combat from simple brawling to grapples to rude fisticuffs. Punches, kicks, head-butts and all other Unarmed attacks do 1D3 points of damage. Unarmed parries may only parry other Unarmed attacks and have an AP of 2.
Basic Skills
Skill |
Base Characteristic(s) |
Acrobatics |
DEX |
Athletics |
STR+DEX |
Boating |
STR |
Dodge |
10+DEX-SIZ |
Driving |
10+POW |
Evaluate |
INT |
First Aid |
INT |
Influence |
10+CHA |
Lore (Animal) |
INT |
Lore (Plant) |
INT |
Lore (World) |
INT |
Perception |
INT+POW |
Persistence |
10+POW |
Resilience |
CON+POW |
Riding |
DEX+POW |
Sing |
CHA |
Sleight |
DEX |
Stealth |
10+DEX-SIZ |
Throwing |
DEX |
Unarmed |
STR |
The Craft skill is actually several separate skills grouped under a single heading. Craft (Armourer), Craft (Carpenter) and Craft (Potter) are all individual skills. The following list is by no means exhaustive:
Armourer, baker, basketweaver, blacksmith, bowyer, brewer, butcher, candlemaker, carpenter, cartographer, cobbler, cooper, fletcher, joiner, leatherworker, mason, painter, potter, sculptor, smith, tailor, weaponsmith, weaver.
A successful test with this skill will result in the audience or partner being pleased by the character's performance.
This skill is used to change a character's appearance and adopt a different outward persona. It is usually opposed by a Perception test if trying to avoid being identified.
This skill is used to design, build, activate, repair, sabotage or disassemble large mechanisms or constructs such as siege machines, city gates and drawbridges, mineshafts, sailing ships and so forth.
Use of this skill will always require a healer's kit. Each use of the Healing skill generally takes 1d4+1 minutes to perform
Curing Diseases: A successful Healing test allows a patient under the effect of a disease to add a bonus to his next opposed Resilience versus Potency test to resist the disease equal to the healer's Healing divided by 10 (the critical success range).
Curing Poisons: A successful Healing test allows a patient under the effect of a poison to attempt a second opposed Resilience versus Potency test, with the patient gaining a bonus to his Resilience test equal to the healer's Healing divided by 10 (the critical success range).
Surgery: Surgery is the only way, other than magical healing, that a character may recover from a Major Wound. Once a successful First Aid test has been made to quench the bleeding of a Major Wound, a successful Healing test can attempt to set broken bones, stitch together rent flesh and restore the location so that it is on the road to recovery. As long as the Healing test is a success, the stricken location gains one hit point and will begin to heal as normal for a location at its hit point level.
The Language skill is actually several separate skills grouped under a single heading. Language (English), Language (German) and Language (French) are all individual skills.
Every character with a Language skill of 50% or more is fluent in that language, though they will likely bear an accent if it is not their native language.
A score in a Language skill of 80% or more will mean the character can also read and write in that language.
This skill is used in the same way as the basic Lore skill. The Advanced range of possibilities for this skill is limited only by a player's imagination but a list of potential areas of Lore study are listed here:
Alchemy, art, astronomy, gambling, geography, heraldry, law, logistics, military tactics, mineral, philosophy, poisons, regional, theology.
The Martial Arts skill is used in place of the Unarmed skill.
Martial Arts attacks deal 2D3 damage, rather than 1D3 for conventional Unarmed attacks. A character with Martial Arts also counts as possessing natural weaponry. Martial Arts parries may only parry natural weapons or Unarmed attacks and have an AP of 3.
Picking a lock or disassembling a trap usually takes at least one minute (12 Combat Rounds) to perform, while larger devices will take longer.
Usually, a character will simply make a Mechanisms test in order to succeed at assembling or disassembling a device, with appropriate bonuses or penalties decided upon by the Games Master. If a device has been designed to specifically resist attempts at disassembly, the Mechanisms test becomes opposed by the Mechanisms skill of the character who created it.
The Play Instrument skill is actually several separate skills grouped under a single heading. Play Instrument (Dulcimer), Play Instrument (Flute) and Play Instrument (Spoons) are all individual skills. A successful test with this skill will result in the audience being pleased by the character's performance.
This skill is used in the same way as Boating but is instead applied to waterborne craft that are driven by sail or rows of oars.
Streetwise allows a character to find fences for stolen goods, black markets and general information. Such uses of Streetwise normally require a minimum of 1D4 hours.
One Survival test will be required every day that a character lacks either food, water or a safe place to sleep. Success indicates the character manages to find whatever he is lacking - failure means he will go without which, over several days, could result in very serious consequences. Survival tests are not used when the character is in a city or town.
With this skill a character can locate the tracks of a specific creature and follow them. A test must be made to locate the trail and then again once every ten minutes they are being followed.
Advanced Skills
Skill |
Base Characteristic(s) |
Craft |
INT |
Dance |
DEX |
Disguise |
CHA |
Engineering |
INT |
Healing |
INT+POW |
Language |
INT |
Lore |
INT |
Martial Arts |
DEX |
Mechanisms |
DEX+INT |
Play Instrument |
CHA |
Shiphandling |
INT |
Streetwise |
POW+CHA |
Survival |
INT+POW |
Tracking |
INT |
All close combat weapon skills are based on DEX+STR (with the exceptions of Unarmed and Martial Arts).
Close Combat Weapons
Skill |
Base Characteristic(s) |
Weapons Covered |
1H Axe |
DEX+STR |
Battleaxe, hatchet |
1H Flail |
DEX+STR |
Ball & chain, grain flail |
1H Hammer |
DEX+STR |
Warhammer, club, heavy mace, light mace |
1H Sword |
DEX+STR |
Bastard sword, war sword, shortsword, scimitar |
2H Axe |
DEX+STR |
Battleaxe, great axe, halberd |
2H Flail |
DEX+STR |
Military flail |
2H Hammer |
DEX+STR |
Great hammer, heavy mace, war maul |
2H Sword |
DEX+STR |
Bastard sword, great sword |
Dagger |
DEX+STR |
Dagger, knife |
Martial Arts |
DEX |
Fist, foot |
Polearm |
DEX+STR |
Bill, glaive, halberd |
Rapier |
DEX+STR |
Rapier |
Shield |
DEX+STR |
Buckler, kite shield, target shield |
Spear |
DEX+STR |
Javelin, lance, longspear, shortspear |
Staff |
DEX+STR |
Quarterstaff |
Unarmed |
STR |
Fist, foot |
Ranged Weapons
Skill |
Base Characteristic(s) |
Weapons Covered |
Blowgun |
DEX |
Blowgun |
Bow |
DEX |
Longbow, nomad bow, shortbow |
Crossbow |
DEX |
Heavy crossbow, light crossbow |
Sling |
DEX |
Sling, staff sling |
This is the central skill used in Rune Magic. It is actually several different skills, one for each type of rune.