Help¶
Skill Rolls¶
Roll only when the situation is dramatic, uncertain, or challenging. The Core Rulebook cautions against rolling too often: in ordinary situations, the GM should simply allow the action. A failed roll generally means the same character does not get another attempt unless the approach changes or circumstances substantially change. See Core Rulebook, pp. 61-63.
| Difficulty | Modification |
|---|---|
| Trivial | +3 |
| Simple | +2 |
| Easy | +1 |
| Average | 0 |
| Demanding | -1 |
| Hard | -2 |
| Formidable | -3 |
Help from another character gives +1 per helper, to a maximum of +3, when the help makes sense in the scene. See Core Rulebook, p. 63.
No Roll¶
Use this when the action is not dramatic, risky, or meaningfully uncertain. The Core Rulebook says dice should be saved for dramatic situations and tough challenges; otherwise, the GM should allow the action without a roll. See Core Rulebook, p. 61.
Heavy Machinery Roll¶
Attribute: Strength.
Use HEAVY MACHINERY to use, repair, jury-rig, or break heavy machinery. On success, the machine does what the character needs. Extra successes can support a later related roll, avoid rolling for the same challenge again, halve the time required, break the machine permanently, keep the work quiet, or show off. See Core Rulebook, p. 64.
Medical Aid Roll¶
Attribute: Empathy.
Use MEDICAL AID for recovery and saving lives. A successful recovery roll on a Broken character gets them back up with Health equal to the number of successes rolled. MEDICAL AID is also used to save a character from a fatal critical injury. See Core Rulebook, p. 71.
Comtech Roll¶
Attribute: Wits.
Use COMTECH for challenging attempts to program, repair, decrypt, or otherwise manipulate computers and communications technology. Extra successes can support a later related roll, avoid rolling for the same challenge again, halve the time required, reveal unexpected information, hide tracks, or show off. See Core Rulebook, p. 69.
Observation Roll¶
Attribute: Wits.
Use OBSERVATION to spot someone sneaking or to identify and learn more about an unknown threat. On success, the character can make out what it is and whether it appears threatening. Extra successes can answer questions such as whether it is coming for the character, whether more are nearby, or how to get in, past, or away. Group scouting uses one OBSERVATION roll for the whole group. See Core Rulebook, p. 68.
Die Notation¶
Some events and item counts are random. When a result uses die notation, roll the listed dice and use the total to determine the outcome or quantity.
1d6¶
Roll one D6 and use the number shown, ignoring any ALIEN dice symbols. The Core Rulebook calls this a D6 roll. See Core Rulebook, p. 22.
2D6¶
Roll two D6 and add the numbers together. See Core Rulebook, p. 22.