R105 – Rolls.
To simulate the uncertainties in the game, players roll dice to achieve random results. The basic roll is a d20 plus modifiers. If the result of the d20, plus modifiers, is greater than another player’s or the GM’s similar roll, the player-character has achieved success. If the result is a tie, the GM chooses to use the tie or to have another roll.
R105.1 – Contests.
When two or more characters oppose each other, they roll a contest. Each player (or GM) rolls a d20, adds the modifier of the most relevant ability to that, and adds the points of the skill most relevant to the contest. The GM may award bonus points to either side if that side has favorable conditions (see Difficulty). The highest result wins, however, it is up to the GM to decide if more successes will be needed to determine an outcome.
R105.2 – Attempts.
When a character tries to do something that might not succeed, he rolls an attempt. An attempt is the roll of a d20, plus the modifier of the most relevant ability, plus the points in the character’s most relevant skill. The GM chooses a difficulty for the attempt, and adds that to his d20 roll. If the player’s roll beats the GM’s roll, the character has achieved success. Like in a contest, the GM decides if more successes will be necessary.
R105.3 – Difficulty.
Whenever a character does something that could fail, that task has difficulty. In an attempt, the GM adds difficulty to his roll to oppose the character. In a contest, the GM awards difficulty bonus to the side with better odds of winning. Difficulty points are determined as follows:
|Task is:||Points awarded:|
|Too easy||Auto success|
In a contest, the GM awards difficulty points to the side with better odds, as dictated by the circumstances.
R105.4 – Take half.
To expedite the sequence of combat, a player or GM can choose not to roll the required die, and instead take half the highest result on the die. When doing so, the person should announce his intent, which is the chance for the second party (player or GM) to also take half. If the second party declines, he must roll as normal.
R105.5 – Rolling sequence.
There are always at least two parties in a roll: player and player, or player and GM. When a roll is required, both sides first choose whether to take half on some or all of the required dice. The players announce if they will be using hero points, and how many, to allow the GM to use villain points against them. Then all dice, d20s, hero points, damage dice, and any others, are rolled together. Total the results for each side, and the GM determines the outcome.