1. MAKING CHECKS
Make a check whenever you attempt an important action that involves a realistic chance of failure, such as telling an important lie to an NPC or searching for traps, or to prepare yourself for possible danger, such as making a WIT check to be actively watchful before entering a room.
To make a check, pick your most relevant stat and roll 1d20. If your resulting score is equal to or under your stat, your attempt succeeds. Otherwise, your attempt fails. For some checks, you could use one of several suitable stats. For example, for climbing a wall, you could choose STR or DEX.
In addition,
modifiers (from traits, equipment, or the environment) can
add bonuses or penalties to your stats when making checks. Bonuses add to the stat you've chosen for the check, making it easier for you to succeed, while penalties subtract from that stat, make it more likely that you will fail.
Unlike stats, modifiers are more specific and are not permanent. Traits are an individual's special skills, adding modifiers to specific checks they do (e.g. for disguise, surgery, or lockpicking). The GM may add environment modifiers based on physical conditions or social relationships (e.g. weather, PC's notoriety, size of a crowd). Equipment may add a modifier as long as a PC is using it (e.g. rope for climbing, compass for navigating, uniform for disguise).
More info on checks:
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This message was last edited by the GM at 17:58, Wed 18 July 2018.