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How do I do stuff?
Choose the appropriate skill or attribute and roll 3d6. A roll of no more than that number succeeds. For
instance, to stop a door from slamming closed you would roll versus your Strength. To hack a computer you
would roll against your Computer Hacking skill.
A roll of 3-4 is a Critical Success and always succeeds, as is 5 if your effective skill is at least 15, and 6 if it's
at least 16. Likewise 17 is always a failure, and 18 and any roll at least 10 more than your effective skill are
Critical Failures.
If someone is actively opposing you, a Quick Contest may be called for. Both players roll the relevant
attributes (Stealth vs Per to hide, ST vs ST to shove, etc.), and whoever rolls better wins. If both fail, then the
winner is the one with the lowest Margin of Failure. If both succeed, then the winner is the one with higher
Margin of Success.