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)
Every roll prints ONE line, the same everywhere:
[ROLL] Pick lock: 67 vs 55 - SUCCESS
67 is your d100 roll, 55 the target to meet or beat. The last
word is SUCCESS, FAILURE, CRITICAL or FUMBLE.
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 <npc> Pickpocketing + Dexterity vs Perception (aka filch, pickpocket)
steal <item> from <npc> Lift + Dexterity vs Perception
sneak / hide Stealth + Agility (refused if seen)
sneak past <npc> Stealth + Agility vs their Perception
distract <npc> Streetwise + Charisma, opens a hiding spot
persuade <npc> Streetwise + Charisma vs Willpower (aka convince; optional: to <topic>)
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> Slip by one watcher on a single roll
distract <npc> Pull a watcher's eye off you
Skill: Stealth + Agility
Difficulty: +10 at guarded locations, -10 at danger areas
Success: Sets hidden state
Failure: You are heard, but nobody comes
Fumble: Alerts nearby hostiles
Bare sneak and hide are refused while anyone present can see you,
and in a fight your enemy always can. Three things open the room:
distract <npc> Pulls their eye off you for the phase
sneak past <npc> Ignores the rest of the room entirely
a smoke bomb Blinds everyone at once, no roll needed
Payoff: a Backstab landed from hiding hits far harder than one
thrown from the open.
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
What you pick goes straight into your pack.
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.
What you mine goes straight into your pack.
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.