User:TheFairyKing/sandbox

Skill Checks
Anytime you wish to attempt any action of importance, you roll a skill check with the appropriate skill to resolve the outcome. You want to repair an old motorcycle? Roll repair! Sometimes it's not as clear, though. Say you wish to recall an old-world geography fact. Would that be science? Geography is a part of science, or Perhaps speech to just say what you believe convincingly, or maybe survival? In cases like these, don't worry if you don't have a skill that seems to match, tell your games Overseer what you want to do ask! An appropriate skill or alternative check can be provided to you.

As for trivial actions, even if very specific, they are never rolled for. i.e Picking a practice lock for entertainment, pressing a button, reading a book. However, if danger or threat is added to such an action, then the Overseer will call for a skill check they deem appropriate, or SPECIAL check if that suits best. i.e, The toy lock has a hidden explosive attached, The Button is surrounded by active electrical wires that could fry you, Combat is taking place around you, and you are trying to get through a robotic's manual to disable the sentry bot assaulting you all.

Skill checks are rolled with a D% (or a 100-sided die if you use online rollers) and your success is determined by rolling under your skill's current modified level. Failure is if your skill level is rolled over. Critical success and failure are also possible.

Skills have standard difficulties as the below chart, But penalties and bonuses anywhere above and in-between these difficulties may be levied at your character for challenges that don't cleanly meet these standards, up to the Overseer discretion.

Critical rolls
If you roll under your character's critical success range, Your success is exceptional and the Overseer will reward your roll with an appropriate benefit. Critical skill checks are not defined actions, and their benefits can be worked out between player and Overseer if the player has a special Idea in mind. If you roll above your critical failure range, Your failure is spectacular and appropriate consequences will follow.

Aiding skill checks
It's happened to everyone before. You're skulking through a prewar bunker, looking for goodies, and come across a safe. Unfortunately, it's rated VERY HARD and you simply don't have the skill to even attempt it. Luckily, you're not the lone wanderer anymore, you've got friends!

Any skill check that would be too much for one charter, or they would simply not even like to risk failure, can ask for aid. Only one person can aid a single check at a time, regardless of skill (unless they have the Extremely Helpful perk, in which case they can always aid). The Aider(s) first choose how much they would like to attempt to aid the roll and double that number for the penalty they take. i.e. Lilah the Glowing Ghoul wishes to give +30% bonus to Oz the Mr.Handy's barter check. Lilah rolls their own barter with a-60% penalty. If they succeed, they impart the intended bonus and Oz's transaction goes even smoother! However, there is a risk, for every degree of failure, they impose that as a penalty on the roll they tried to aid. i.e. Lilah end up failing her Barter aid by 32 degrees, and ends up spooking the Gun Runner merchant, flubbing Oz's deal.

If they critically succeed, they give an additional 10% Bonus. If critical failed, They roll they were aiding automatically critically fails as well.

Aiding another is almost always done with the same skill that is being aided (Lockpicking aided with another knowledge of locks). However, there may be time when another skill makes sense. i.e. A Medicine check being made to synthesize a cure, being aided by science, or a negotiated a hostage situation with speech, being aided by barter.) In these cases, if the Overseer agrees your skill would be eligible to aid, it may, though small penalties indicating the difference in fields, may be added on as the overseer sees fit.

SPECIAL Checks
SPECIAL Checks are much like skill checks but instead of being rolled on percentile dice (or d100), they are rolled on d10, and use your SPECIAL stats as the value that must be rolled under. SPECIAL checks, when called for, only have degrees of successes and failures, critical failure and successes are impossible.

SPECIAL checks cannot be aided the same way skills can, some SPECIAL checks can only be attempted by one character at all (An AGL check to perform a backflip) where others can be aided by as many characters as feasible (A STR check to lift rubble off of a survivor).

Checks like the latter (a Very Hard STR check), would be handled as follows. The check is Very Hard, so any character with less than 10 STR must roll a Very Hard STR check (at it’s -5 penalty), if they succeed, the penalty is reduced by 1. Any character with 10 or more STR does not need to roll, and automatically reduces the penalty by 1 if aiding. Then, the primary character making the STR check rolls with the adjusted Modifier.

Opposed Rolls
Characters often find themselves pitted directly against opponents in a contest of SPECIALs or Skills. In these times, characters may be called on to make opposed tests. To do so, each character makes their required roll and compares their degrees of success or failure. The opponent with the highest degree of success wins. Ties are won by the character with the highest Luck. (If they have the same Luck Stat, both must roll a LUCK check until someone's success is greater than the other.)

On rare occasions, like Sneak vs. Perception, an opposed roll may be required between a SPECIAL and a Skill. In such cases, a skilled individual has an advantage over someone just relying on natural aptitude. The opponent making the Skill test divides their degree of success by ten, rounding up. The result is then compared to the degree of success from their opponent.

Depending on the situation, If both parties fail their rolls, garnering negative degrees of success, the better number may still result in victory. (i.e. even if both contestants in a tug-o’-war fail their Strength tests, the one who got fewer degrees of failure is still victorious.)

Concentration
Say you find yourself with a task just barely outside your capabilities range, and you feel it would be a shame not to try. Well, as long as you are not in combat, and you have time, you may concentrate on a skill check with all your focus.

You may concentrate up to half your base INT per day, and when you do, you add three times your Relevant effective special stat to the skill roll. (i.e. Your concatenate on a Speech check to lie your way into an NCR compound. Normally your speech skill is only 23, but you have CHA of 6, so you add a +18 bonuses to your skill, giving you the much better chance of a 41 speech check.)

100+ Skills and MAX SPECIALs
While low level players will not encounter this unless they are extremely specialized or grossly drugged up, skills can be raised to 100 and beyond. Some skills like lockpicking, repair and science have explicit benefit at milestones above 100, others do not. Regardless, one might notice that with a skill of 100, failure should be impossible. But the way 100+ skills are rolled, work slightly differently. And it is up to the Player to decide how to use them.

If a Character with 140 science attempts to hack into a Brotherhood security Network rate VERY HARD, they may choose one of two options. OR
 * Roll the Science check at 100 and take the Very Hard difficulty penalty of -50.
 * Split their score in Half and make two rolls at 70 and take the Very Hard difficulty penalty of -50 and take the Better result.

Barter
This mainly affect your buy and sell prices in game, but can also be used whenever some transaction is occurring, and you'd like to help or hinder it. Bribery and knowledge of economics are good secondary uses, such as knowing the value of a good and whether you're getting a good price or not. 45 54 63 81 90 95 97 99

Unarmed
These rolls are modified by difficulty values, from very easy, to very hard. You can attempt any skill check as long as you have at least one percent of success. Ex. Your roll to use your science skill to hack into a security terminal. Your Science skill is 86, and the Security terminal is rated "hard" so your roll takes a +30 to the check. You roll a 72. Normally a success, but modified by the difficulty, your roll becomes 102, far over 86, and your check fails.

Often times, the différance between your roll and skill value is needed to determine opposing rolls, or active contests. This difference is called the degrees of success (if you roll under) and degrees of failure (if you roll over). Ex. You roll to use your science skill to disable the alarm you set off. The Program is rated as "average" so your roll gets a penalty of +15. Your Science skill is 86, and you roll 25, with the penalty that's 40. A success, 46 degrees of success between your final result and your total skill. However, an A.I. in the security terminal is trying to sabotage you, and so they roll as well. Their science skill is 90, and they roll 62. That gives them 28 Degrees of success. $6 is greater than 28, so you succeed in shutting off the alarms.