System:Rolling

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There will be times during the course of the game where you will need to determine if your character succeeds or fails at a specific task. Determining success is a matter of making a roll (see +help dice). Rolls are made using an appropriate combination of attribute and skill.

Contents

Common Rolls

SituationRoll
Hitting someone with your fistDexterity/Kung Fu
Noticing someone sneaking up on youPerception/Notice
Persuading a cop not to give you a ticketIntelligence/Persuasion
Performing an occult ritualWillpower/Occultism

Skilless Situation

Sometimes, no skill will fit a situation. In those cases, the roll is made with the attribute twice. For example, no skill really covers hanging from a rope attached to a helicopter while that helicopter flies through the city's skyscape in an attempt to dislodge you. The roll to see if your character could hang on would be Strength/Strength.

Modifiers

In some cases a negative of positive modifier will be added to the roll. A roll for trying to spot something in the dark might be subject to a negative modifier, for example, while a roll to hit someone that is immobilized might be subject to a positive modifier.

Success Degrees

In this system, there are degrees of success. To get a basic success the +roll, including attribute and skill, has to total 9 or more. This gives you a single success. Higher rolls will result in greater degrees of success. For example, rolling Strength/Sports and getting one success would allow your character to leap into the river and save a drowning victim. Getting three successes would cut the amount of time the rescue takes by half. Five successes would cut the time in half and allow your character to look damn cool, dramatically diving into river and swimming with strength and confidence. Anything rolled lower than the numbers listed below is an automatic failure.

Success Levels Table
Roll SLs Description
9-10 1 Adequate
11-12 2 Decent
13-14 3 Good
15-16 4 Very Good
17-20 5 Excellent
21-23 6 Extraordinary
24-26 7 Mind-Boggling
27-29 8 Outrageous
30-32 9 Superheroic
33-35 10 God-like
+3 +1 -

























Basic, Extended or Opposed Rolls

When judging an action, the person running for the scene might ask for a basic, extended or opposed roll.

Basic Rolls
Basic rolls are done against a set difficulty number. Hitting a baseball to third base, climbing and fence, and trying to remember an obscure fact are all examples of basic rolls.

Extended Rolls
Sometimes a particularly complex task requires a high degree of success. In these cases you will have to make a number of rolls over a period of time. This is an extended roll. Examples of this might be painting a professional picture, rebuilding a classic car, and performing complex surgery.

Opposed Rolls
Finally, opposed rolls are just that, opposed. Two characters roll in competing actions and the highest roll wins. Rolls to hit someone are often opposed but so are pie baking contests (Intelligence/Art vs. Intelligence/Art) and attempts to sneak past guards (Dexterity/Crime vs Perception/Notice).


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