Editing FANGS: Using Skills

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[Category:FANGS]]
 
[[Category:Skills]]
 
 
{{Template:FANGSHeader}}
 
{{Template:FANGSHeader}}
  
Line 125: Line 123:
 
==Critical==
 
==Critical==
  
In critical situations, a character who has earned a Special may also be allowed by the GM to test to see if the success is a Critical one. A Critical means that the character has been extremely successful, and may be entitled to some type of bonus.  
+
In some situations, a character who has earned a Special may also be allowed by the GM to test to see if the success is a Critical one. A Critical means that the character has been extremely successful, and may be entitled to some type of bonus.  
  
 
To see if Special success is also critical, roll again. The success is Critical if your roll and your '''unmodified''' skill are 20 or better on this second roll.  
 
To see if Special success is also critical, roll again. The success is Critical if your roll and your '''unmodified''' skill are 20 or better on this second roll.  
  
A roll of two 20's in a row is always a critical, no matter how little skill your character has (unless the skill is negative through modifiers!) This means that there is almost always one quarter of 1% chance of miraculously succeeding at a skill. A "Critical" of 2 rolls of 20 can even turn an impossible skill roll (where the skill is a negative number) into a “just barely” success.
+
A roll of two 20's in a row is always a critical, no matter how little skill your character has (unless the skill is negative through modifiers!) This means that there is almost always one quarter of 1% chance of miraculously succeeding at a skill.  
  
 
'''GMs Choice''' -- It is entirely up to the GM if he allows a Special success to be tested to see if it is Critical. Many situations are not deserving of a Critical success.  
 
'''GMs Choice''' -- It is entirely up to the GM if he allows a Special success to be tested to see if it is Critical. Many situations are not deserving of a Critical success.  
Line 137: Line 135:
 
Like a Special success, the GM may rule that Gru does not have to roll again to climb further, or that Gru has climbed particularly fast. However, if Gru was also trying to climb silently using his Climb and Stealth Skills at the same time (which would normally be considered two unlinked skills,) the GM could rule that Gru gets to add +4 bonus to his Stealth Skill roll. Or something even more spectacular could happen!''
 
Like a Special success, the GM may rule that Gru does not have to roll again to climb further, or that Gru has climbed particularly fast. However, if Gru was also trying to climb silently using his Climb and Stealth Skills at the same time (which would normally be considered two unlinked skills,) the GM could rule that Gru gets to add +4 bonus to his Stealth Skill roll. Or something even more spectacular could happen!''
  
'''GM Option''' -- As a roll of 20 followed by a roll of 20 is extremely rare (1 in 400), the GM may consider allowing the player to roll a further Skill Check, allowing for even more spectacular successes and even more interesting things to occur.
+
'''GM Option''' -- As a roll of 20 followed by a roll of 20 is extremely rare (1 in 400), the GM may consider allowing the player to roll a further Skill Check, allowing for even more spectacular successes and even more interesting things to occur.  
  
 
==Failure==
 
==Failure==
  
'''Lack of Success''' -- Lack of success in rolling your character's skill does not necessarily mean that he has failed. It depends on the situation.
+
'''Lack of Success''' -- Lack of success to roll under your character's skill does not necessarily mean that he has failed. It depends on the situation.
  
 
:Example: ''If Gru rolled 5 on his second Climb roll, he does not fall to the ground, he just does not climb further without trying again.''
 
:Example: ''If Gru rolled 5 on his second Climb roll, he does not fall to the ground, he just does not climb further without trying again.''
Line 149: Line 147:
 
:Example: ''If instead Gru had rolled 5 using his Jump Skill to cross the deep crevice, it '''is''' a Failure (but not a Fumble.) In this case the GM will usually allow Gru the opportunity to use one of his other skills (such as Climb) to grab the other side before falling down, or use a Luck Roll to see if a limb, vine, or friendly hand helps him up the other side.''
 
:Example: ''If instead Gru had rolled 5 using his Jump Skill to cross the deep crevice, it '''is''' a Failure (but not a Fumble.) In this case the GM will usually allow Gru the opportunity to use one of his other skills (such as Climb) to grab the other side before falling down, or use a Luck Roll to see if a limb, vine, or friendly hand helps him up the other side.''
  
'''Roll of 1''' -- A natural roll of 1 is never considered a success, no matter how high the character's skill, though, as described above, such a roll not always a failure.
+
'''Roll of 1''' -- A natural roll of 1 is never considered a success, no matter how high the character's skill, though, as described above, such a roll not always a failure.  
  
 
==Fumble==
 
==Fumble==
Line 161: Line 159:
 
A roll of two 1's in a row is always a fumble, no matter how much skill your character has (even 20!) This means that there is always at least one quarter of 1% chance of miserably failing a skill roll.  
 
A roll of two 1's in a row is always a fumble, no matter how much skill your character has (even 20!) This means that there is always at least one quarter of 1% chance of miserably failing a skill roll.  
  
'''Fumble with a Lack of Success''' -- Because a lack of success does not automatically mean failure (see the section on Failure above,) when a Fumble occurs in a situation with a Lack of Success, the GM may, or may not, allow the character to use another skill or his Luck attribute.
+
'''Fumble with a Lack of Success''' -- Because a lack of success does not automatically mean failure (see the section on Failure above,) when a Fumble occurs in a situation with a with Lack of Success, the GM may, or may not, allow the character to use another skill or his Luck attribute.
  
:Example: ''If during Gru's climb you roll a 1, then, testing for a Fumble, you roll a 5, then Gru falls to the ground, but he does have a chance to roll against his Luck to prevent himself from falling too far. However, if Gru rolled a 1 followed by another 1, there is nothing he can do -- no skill or Luck can prevent him from falling!''
+
:Example: ''If during Gru's climb you roll a 1, then, testing for a Fumble, you roll a 5, then Gru falls to the ground, but he does have a chance to roll against his Luck to prevent himself from falling to far. However, if Gru rolled a 1 followed by another 1, there is nothing he can do -- no skill or Luck can prevent him from falling!''
  
 
'''Fumble with a Failure''' -- A Fumble in a more dangerous situation is much more serious.
 
'''Fumble with a Failure''' -- A Fumble in a more dangerous situation is much more serious.
Line 169: Line 167:
 
:Example: ''In the case of Gru's jump across the crevasse, a failure occurs at any roll under a 11, but an ordinary failure would possibly allow him to use another skill or Luck to survive. However, a Fumble means that there is nothing Gru can do to prevent himself from falling. A 1 followed by a 1 is worse, and in this case could mean that Gru may take maximum damage, or in fact there are spikes or other nastiness at the bottom!''
 
:Example: ''In the case of Gru's jump across the crevasse, a failure occurs at any roll under a 11, but an ordinary failure would possibly allow him to use another skill or Luck to survive. However, a Fumble means that there is nothing Gru can do to prevent himself from falling. A 1 followed by a 1 is worse, and in this case could mean that Gru may take maximum damage, or in fact there are spikes or other nastiness at the bottom!''
  
'''GM Option''' -- As a roll of 1 followed by a roll of 1 is extremely rare (1 in 400), the GM may consider requiring the player to roll a third Skill Check to prevent an even greater disaster from occurring!
+
'''GM Option''' -- As as a roll of 1 followed by a roll of 1 is extremely rare (1 in 400), the GM may consider requiring the player to roll a third Skill Check to prevent an even greater disaster from occurring!  
  
 
==Taking 10, Taking 20==
 
==Taking 10, Taking 20==
Line 183: Line 181:
 
If two skills are pitted against one another, the GM must decide if the skills are independent or linked.  
 
If two skills are pitted against one another, the GM must decide if the skills are independent or linked.  
  
'''Independent''' -- Most skills are independent. If two characters throw rocks at each other, their success or lack of it does not affect the other player's roll.  
+
'''Independent''' -- Most skills are independent. If two characters throw rocks at each other, their success or lack of it does not affect the other players roll.  
  
 
'''Linked''' -- However, sometimes two skills are linked. The GM first decides which skill is rolled first. This roll determines if the other skill roll gets a bonus.  
 
'''Linked''' -- However, sometimes two skills are linked. The GM first decides which skill is rolled first. This roll determines if the other skill roll gets a bonus.  
  
:Example: ''Gru decides to hide to avoid a passing troll who is looking for him, so he rolls using his Hide Skill of 4. If he is successful (total is 20 or greater), then he is hidden -- but this does not mean the troll can't see him. If Gru's total was 22 (2 greater than what he needed,) the troll has -2 modifier on its Perception Skill to see Gru. If it still makes the roll (20 or more) Gru has been found!
+
:Example: ''Gru decides to hide to avoid a passing troll, so he rolls using his Hide Skill of 4. If he is successful (total is 20 or greater), then he is hidden -- but this does not mean the troll can't see him. If Gru's total was 22 (2 greater what he needed,) the troll has -2 modifier on its Perception Skill to see Gru.  
  
 
If Gru's Hide Skill roll did not succeed, that does not mean that the troll saw him -- nor does it add to the chance that the troll can see him (unless Gru fumbled!)''
 
If Gru's Hide Skill roll did not succeed, that does not mean that the troll saw him -- nor does it add to the chance that the troll can see him (unless Gru fumbled!)''
Line 193: Line 191:
 
'''Specials and Fumbles''' -- The only exception to this method of linked skills is with Specials and Fumbles.  
 
'''Specials and Fumbles''' -- The only exception to this method of linked skills is with Specials and Fumbles.  
  
:Example: ''If Gru fumbles, the troll does not have to roll to see Gru. If Gru has a Special with his Hide Skill, the GM may rule he cannot be seen unless the troll has a rolled a Critial.''
+
:Example: ''If Gru fumbles, the troll does not have to roll to see Gru. If Gru has a Special with his Hide Skill, he cannot be seen unless the troll has a Special also.''
  
 
'''Criticals and Specials''' -- A Critical always succeeds against against a Special, as if the Special was a failure.
 
'''Criticals and Specials''' -- A Critical always succeeds against against a Special, as if the Special was a failure.
Line 199: Line 197:
 
:Example: ''If Gru has a Critical, he cannot be seen even if the troll has a Special -- the troll utterly fails to notice Gru. ''
 
:Example: ''If Gru has a Critical, he cannot be seen even if the troll has a Special -- the troll utterly fails to notice Gru. ''
  
'''Ties''' -- In the case of a tie, or where there is some question as to which skill is performed first, ties always fall in favor of a player character, or the character with the highest luck if both are player characters.  
+
'''Ties''' -- In the case of a tie, or where there is some question as to which skill is performed first, ties always fall in favor of a player, or the player with the highest luck if both are players.  
  
 
:Example: ''If Gru has a Critical, he cannot be seen even if the troll has a Critical -- the troll need not even roll! ''
 
:Example: ''If Gru has a Critical, he cannot be seen even if the troll has a Critical -- the troll need not even roll! ''
 +
 +
  
 
==Characteristic & Attribute Checks==
 
==Characteristic & Attribute Checks==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: