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Success Rolls
When to Roll
When the GM Rolls
Modifiers
Base Skill vs. Effective Skill
Default Rolls
The Rule of 20
No Default
Task Difficulty
Time Spent
Equipment Modifiers
Long Tasks
Degree of Success or Failure
Critical Success
Critical Failure
Influencing Success Rolls
Repeated Attempts
Contests
Quick Contests
Margin of Victory
Resistance Rolls
Regular Contests
Extreme Scores
The Rule of 16
Physical Feats
Climbing
Digging
Flying
Hiking
Holding Your Breath
Jumping
Lifting and Moving Things
Optional Jumping Rules
Running
Swimming
Throwing
Weight Ratio
Damage From Thrown Objects
Extra Effort
Extra Effort in Combat (Optional)
Sense Rolls
Influence Rolls
Will Rolls
Fright Checks
Fright Check Table
Combat
Combat Turn Sequence
Maneuvers
Do Nothing
Move
Change Posture
Aim
Evaluate
Attack
Feint
All-Out Attack
Move and Attack
All-Out Defense
Concentrate
Ready
Wait
Movement and Combat
Movement
Step
Spacing
Moving Through Other Characters
Crouching
Attacking
Melee Attacks
Melee Attack Options
Hit Location
Deceptive Attack
Rapid Strike
Unarmed Combat
Striking
Grabbing
Grappling
Actions After a Grapple
Actions After Being Grappled
Slam
Shove
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Critical Success
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