2d6 + skill + attribute/5 (drop fractions)
Fumble on natural 2
Exceptional failure on 4 less than tgt (house rule, not 2)
Exceptional success on 4 more than tgt (house rule, not 2)
Time is time Increment * 3d6, apply DMs
Unskilled OK: attempt if not got key skill. Up one difficulty level otherwise.
Safe: no mishap
Hazardous: serious mishap
Fateful: always mishap if fail
Hasty: halve time inc and double DMs but one step more difficult
Cautious: double time inc and double dms but step less difficult
Player and ref both roll, same DMs ref in secret.
May modify by Extreme Success/Failure
Apply one sides DMs as positive and the others as negative.
Must stay determined if Exceptional Fail a task.
To stay determined
Difficult, End, Int
If fail then can retry but one level harder.
- Fumble (2D)
- Failed fateful (2D)
- Fumbled Hazardous (3D)
- Failed fateful & hazardous (3D)
|Die Roll||Result (Damage)||Task/Cost to Repair|
|3+||Superficial (1D)||Simple (1D% new)|
|7+||Minor (2D)||Routine (1D% x 1D%)|
|11+||Major (3D)||Difficult (2D x 5%)|
|15+||Destroyed (4D)||Formidable (2D x 2D x 5%)|