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Skill Checks

Skill Checks

d100 rolls for risky actions

Skill Checks

When you attempt risky actions (stealing, sneaking, persuading,
foraging), the game rolls a d100 against your skill and stats.

Formula: Roll d100 > (50 + difficulty - skill_bonus - stat_bonus)

Critical success: roll >= 95 (always succeeds, bonus effect)
Fumble: roll <= 5 (always fails, penalty)
Threshold clamped to 5-95 (always 5% chance either way)

Your skills improve every time you attempt a check, pass or fail.

Commands:
  steal/filch/pickpocket <npc>   Pickpocketing + Dexterity vs Perception
  steal <item> from <npc>        Lift + Dexterity vs Perception
  sneak / hide                   Stealth + Agility
  persuade/convince <npc> [topic] Streetwise + Charisma vs Willpower
  forage                         Herbalism + Perception
  explore                        Outdoors + Perception (item find)
  skin <corpse>                  Gathering + Dexterity (quality tiers)

Topics:
  ?checks steal                  Stealing from NPCs
  ?checks sneak                  Stealth and hiding
  ?checks persuade               Convincing NPCs
  ?checks forage                 Gathering herbs
  ?checks mine                   Mining ore and gems
  ?checks fish                   Fishing at water locations

Checks — Steal

Pickpocketing NPCs

Checks — Steal

steal <npc>                  Steal gold (filch sub-skill)
steal <item> from <npc>      Steal item (lift sub-skill)
filch/pickpocket <npc>       Alias for steal gold

Skill: Pickpocketing + Dexterity vs NPC Perception

Success: Transfer gold (10-30% of NPC gold) or item
Failure: NPC turns hostile
Fumble: NPC turns hostile + alerts guards

Cannot steal from followers.

Checks — Sneak

Stealth and hiding

Checks — Sneak

sneak                        General stealth (hide sub-skill)
hide                         Same as sneak
sneak past <npc>             Sneak past specific NPC

Skill: Stealth + Agility
Difficulty: +10 at guarded locations, -10 at danger areas

Success: Sets hidden state
Failure: Nothing happens
Fumble: Alerts nearby hostiles

Thief — Window Entry

Enter buildings through windows

Thief — Window Entry

enter window [<direction>]   Enter through a window
climb through window         Same as enter window
break in                     Auto-pick best window
scale <building>             Climb exterior wall
windows                      List available entry points

Window qualities affect entry:
  glass     — Break (loud) or use glass cutter (quiet)
  shuttered — Force open (moderate noise)
  oilskin   — Cut through (quiet)
  arrow slit — Too narrow to enter

Skills: Agility + Lockpicking (ground), Athletics (climbing)
Gear: Glass cutter, grappling hook, climbing rope, cat claws
Night gives -10 to difficulty. Stealth auto-activates on entry.

Evidence: Breaking glass or forcing shutters leaves evidence.
Guards discover it → gossip spreads, heat increases.
Glass cutter and oilskin cuts leave no evidence.

Warning: If someone is home, stealth check determines if
they wake up. NPCs may fight, scream, flee, or hide.

Checks — Persuade

Convincing NPCs

Checks — Persuade

persuade <npc> [to <topic>]  Try to convince an NPC
convince <npc> [to <topic>]  Same as persuade

Skill: Streetwise (barter) + Charisma vs NPC Willpower

Success: Narrator describes NPC complying
Critical: Bonus relationship gain
Failure: Narrator describes refusal

The narrator sees the check result and roleplays
accordingly — but cannot override the mechanical outcome.

Checks — Forage

Gathering herbs and materials

Checks — Forage

forage                       Search for herbs/materials

Skill: Herbalism (forage) + Perception
Difficulty: -10 at wilderness locations, +10 at urban

Success: Find 1 herb/material
Critical: Find 2 herbs/materials
Failure: Nothing found

Checks — Mining

Mining ore and gems from rock

Checks — Mining

mine [ore|rock]              Mine for ore and gems

Requires: Pickaxe (buy from general store or smith)
Requires: Mining location (caves, mines, quarries)
Skill: Mining + Strength

Yields:
  Ore (copper, iron, etc.) — used in smithing
  Gems (rough) — used in jewelcrafting
  Stone — crafting material

Higher mining skill unlocks rarer ore types
and increases gem discovery chance.

Each mining attempt advances time by ~15 minutes.
Mining trains the mining sub-skill.

Checks — Fishing

Fishing at water locations

Checks — Fishing

fish / cast / cast line      Cast your fishing line

Requires: Water location (river, lake, marsh, underground)
Equipment: Fishing rod (required)
Skill: Fishing (cast) + Dexterity

Rod Tiers:
  Fishing Rod           Basic — no bonus
  Sturdy Fishing Rod    +5 to check
  Master Fishing Rod    +10 to check

Bait (optional, consumed on cast):
  Worms              Bonus common fish roll
  Minnows            Bonus predator fish roll
  Glowbug Bait       Bonus rare/deep fish roll

Water Types & Catches:
  River       Trout, perch, bass, bluegill, carp
  Lake        Lake trout, sturgeon, golden carp
  Marsh       Catfish, eel, marsh lamprey
  Deep Water  Sturgeon, ghost pike, treasure
  Underground Cave blind fish, river pearl

Critical success = double catch.
Better rod + bait + higher skill = better catches.
Fish can be cooked at a cookfire (see /recipes).
Fishing trains the cast sub-skill.