Dice Checks

During sessions, characters can take a variety of actions, for which success or failure is determined through 「Dice Checks」. All dice Checks in this work are based upon rolls of 2d6 dice. These 2d6 rolls have a modifier added to them to get the 「Check Result」. If a Check result equals or exceeds the 「target value」, the Check is successful. If lower than the target value, the Check is a failure. The target value varies for each Check. As well, if the values on the dice are particularly high or low, a 「critical」 or a 「fumble」 may occur.

If the values shown on the dice are equal or less than the 「Fumble threshold」 (different from the target value), a Fumble occurs. The baseline Fumble threshold is 「2」. If a Check fumbles, it fails regardless if the Check result exceeds the target value. In addition, you may suffer a significant penalty related to the Check.

Similarly, if the values shown on the dice equal or exceed the 「Critical threshold」 (again, different from the target value), a Critical occurs. The baseline Critical threshold is 「12」. If a Check criticals, it succeeds regardless if the Check result is short of the target value. In addition, you may gain a significant bonus related to the Check.

Fumble and critical thresholds can vary depending on a variety of factors. If both thresholds ever overlap due to extreme changes, fumbles take precedence.

These principles above apply to all dice Checks in general. Beyond these basics, dice Checks are divided overall into two categories: 「Level Checks」, and 「Karma Checks」. The meanings of each are as below.

=Level Checks= The Checks used to attack or counterattack in combat. A character's level is used as the modifier for the roll, with an enemy's own level Check result used as the target value. Read Combat for more details. Level Checks are essentially only used within battle. Of further note, if a character's Check result exceeds the target value (the opponent's result) by 5 or more, a Gap Bonus (GB) occurs, resulting in a stronger blow.

=Karma Checks= More general actions are resolved through Karma Checks. The target value for a Karma Check is the Hunter's current 「Karma」. Normally, these Checks do not have a modifier, but some effects like powers can add to them. If the results of these Checks match or exceed the target value, they're successful, but exceeding the target by a certain amount can result in a bonus. After a Karma Check, a PC's Karma increases by 1 point. Sequential Checks become more and more likely to fail. Karma has a maximum of 「10」. Once it has risen to this point, it stays there even if more Karma Checks are made.

For this reason, you can choose not to roll a Karma Check. You are automatically considered to have failed, but your Karma doesn't increase, and further, you don't run the risk of a fumble.

Fumbling a Karma Check results in a failure much worse than usual, the equivalent of a grave mistake. A PC loses a lot of confidence in themselves, resulting in 1d6 damage to their Pride. As well, the GM has the freedom to have any manner of disaster (within the bounds of the group consensus) occur. A critical on a Karma Check results in a great success with wonderful results. Further, a Hunter's Karma doesn't rise afterwards.

Karma Checks themselves are further divided into the following 6 categories, each with their own bonuses for success. A PC's Powers and Wares can grant modifiers and other bonuses to any of these categories of Check.

Intel
Collecting information, primarily through the internet. A success grants 1 「Advantage」. With a high Check result, you can find information worth selling, earning [Check result - 7 (min 0)] credits.

Negotiation
Talking amongst your connections, acquaintances, and passersby, gathering information in the process, sometimes even securing funding from people. A success grants 1 「Advantage」. With a high Check result, you can get dirt on someone or find out valuable information, earning [Check result - 7 (min 0)] credits.

Perception
Investigating locations linked to the request, noticing enemies and traps, and similar. Through finding as-of-yet unknown evidence or information at the scene, a success grants 1 「Advantage」. With a high Check result, you can discover goods worth selling or valuable information, earning [Check result - 7 (min 0)] credits. As far as spotting traps and foes, a success means negating the trap or potential surprise attack. As well, noticing enemies before they notice you can give you the upper hand in a fight. See Combat for details.

Subterfuge
Infiltrating buildings, sneaking up on threats, and similar. A success causes you to enter the 「Hidden」 state, making a surprise attack (p.122) possible. Outside of combat, this state can be used for infiltration, going undercover, etc.

Athletics
Many kinds of physical activities. Also used for quick movement inside of combat. Outside of combat, it covers evading harm out of the blue, safely falling from heights, climbing up buildings, swimming, and so on. The breadth of Checks this category covers is very wide. A success can allow you negate various sources of damage outside of combat and surpass various obstacles. As for movement in combat, read Combat.

Luck
Whether help shows up by chance, enemies happen to be unprepared when you break in, hostages manage to make it to safety, the enemy's base happens to have assets you didn't expect, as well as whatever happens to you after being defeated... in any sort of situation where the PC's own ability wouldn't matter, the GM can decide to have this Check apply. If the problem could be solved through effort, skill, or talent, however, you should call for one of the other 5 types of Check. This type of Check shouldn't be abused. Nor should plot developments going on in the scenario be changed without thought. A success should lead to a situation more favorable for the PC. As for the specifics of what happens, that's for the GM to decide, but if nothing comes to mind, the player could make some suggestions. A failure could mean nothing in particular happens... or something not the best for the PC. Deciding not to make one of these Checks leads to the same outcome. With Criticals and Fumbles, the best of luck and worst misfortune may befall.

=Advantage and Reload= With that said, all Checks have the following two resources associated with them. PCs lack these resources at the start of a session, acquiring them during the session through various actions and effects. Individual uses are consumed and lost after use. There's no upper limit to how many uses you can have at a time, but keep in mind all are lost at the end of a session. The effects of each are as follows.


 * Advantage
 * Used before rolling a Check. For each point you consume, you can add an additional die to your roll (one for one, two for two, so on). After rolling, you pick out the two dice you want to keep. Take notice that you don't sum all of the dice, only two. Another reminder, once a roll has been made, you cannot use points of Advantage for more dice. One more note of importance, it is possible to use Advantage on damage determined by dice roll (1d6 damage, keeping one die at the end, for example).


 * Reload
 * Used after rolling a Check. One point allows you to reroll one Check. You keep the same number of dice when rerolling, such as if the amount was increased by 「Advantage」 or a Power. As well, it is possible to reroll any damage determined by dice roll (1d6 damage, for example).