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Skill Checks


Every character in Sentius: Last Enclave relies on skills to perform actions—whether it's sneaking past a guard, hacking an old-world computer, or striking a devastating blow in combat.

This section covers how skill checks work, from basic success rolls to contested challenges and resource management.


Overview of Skill Mechanics​

This section will explore:

  • Skill Training Levels – How different levels of training affect rolls.
  • Skill Checks – The core method of determining success or failure.
  • Contested Checks – Direct competition between characters.
  • Upgrades & Downgrades – How circumstances impact a roll.
  • Penalties Based on Difficulty – How more complex tasks affect success.
  • Usage Dice – Managing resources, durability, and depletion.

Each topic will be covered in detail below.


Skill Training Levels​

Every skill in the game has six training levels, each associated with a specific die and bonus:

Training LevelDie RolledBonus
Untrainedd12+0
Apprenticed10+2
Professionald8+4
Expertd6+6
Masterd4+8
Legendaryd2+10

✔ The higher a character's training, the smaller the die they roll—but the bonus ensures more consistent success.

✔ Every skill roll includes a Grit Die, representing personal drive and resilience.

✔ Default Grit Die is [d6], but traits or conditions may modify it.

Skill Check Formula​

When making a skill roll, use the following formula:

[Training Die] + [Training Bonus] + [Grit Die] + [Hindrance Penalty] + [Trait Bonus] - [Wound Penalty]

✔ The goal is to roll equal to or higher than the target difficulty of 12 (after penalties are applied).


Skill Checks (Pass/Fail)​

The most common type of skill check is a pass/fail roll.

✔ Success: Your total roll must be 12 or higher.
✔ Failure: If the result is below 12, the action fails.
✔ Critical Success: If the result is 4 or more above 12, something exceptional happens.
✔ Critical Failure: If the result is 4 or more below 12, something disastrous happens.

Difficulty Class (DC)Example
Base DC: 12Standard task, like lockpicking a basic door.
Higher DCsMore complex tasks, like cracking a high-security vault (DC 16 = 12 base + penalty).

✔ In combat, attack rolls follow the same mechanics, but instead of a fixed DC, they are rolled against the target's defense rating and cover modifiers.


Contested Checks (Opposed Rolls)​

Sometimes, two characters compete directly—for example, a stealthy infiltrator vs. an alert guard.

In these cases, both parties roll their respective skills and compare results:

✔ Higher roll wins.
✔ Critical success occurs if a roll exceeds the opponent’s total by 4 or more.
✔ No critical failures in contested checks.

Common Contested Skill Interactions​

  • Stealth vs. Perception
  • Deception/Persuasion/Intimidation vs. Resistance (Discipline)
  • Magic vs. Resistance (Magic)
  • Sleight of Hand vs. Perception

Upgrades & Downgrades (Advantage & Disadvantage)​

Some situations make an action easier or harder—whether due to environmental factors, conditions, or sheer luck.

In these cases, rolls are upgraded or downgraded.

✔ Upgrades: Increase the skill die by one step (e.g., d6 → d8).
✔ Downgrades: Decrease the skill die by one step (e.g., d8 → d6).
✔ The Grit Die remains unchanged.

Upgrade/Downgrade Progression​

Upgrade PathDowngrade Path
d2 → d4 → d6 → d8 → d10 → d12d12 → d10 → d8 → d6 → d4 → d2

✔ Upgrading also provides a +2 bonus to the total roll.
✔ Downgrading applies a -2 penalty to the total roll.

Example​

A character with Apprentice (d10+2) training and +1 in trait bonuses:

  • Upgraded: d12 + 5 (2 [Skill Bonus] + 1 [Trait Bonus] + 2 [Upgrade Bonus])
  • Downgraded: d8 + 1 (2 [Skill Bonus] + 1 [Trait Bonus] - 2 [Downgrade Penalty])

Penalties Based on Difficulty​

Some tasks are simply harder than others. While the base target number is always 12, difficulty penalties modify the roll:

DifficultyPenalty
No Penalty+0
Easy-1
Moderate-2
Stiff-3
Sheer Folly-4
Near Impossible-5
Impossible-6

✔ Failure should never completely stop progress, but it should have consequences—whether that means taking damage, alerting enemies, or facing tougher obstacles later on.


Usage Dice (Resource Management)​

Not all rolls determine success or failure—some track how long a resource lasts.

Usage Dice are used for:​

✔ Health, Cybernetic, Mana, Faith, and Psychic Energy
✔ Finite gear resources (ammo, rations, fuel)
✔ Armor degradation
✔ Currencies

How It Works​

✔ Roll the current Usage Die.
✔ If the result is 1 or 2, the die downgrades one step.
✔ If the result is 3 or higher, the resource remains intact.

Usage Dice Progression
d12 → d10 → d8 → d6 → d4 → d2 → d1 → 0

✔ At d2 or d1, failure is guaranteed, as the only possible roll results are 1 or 2.

Example Scenarios​

✔ A character’s health is reduced over time, eventually leading to injuries or incapacitation.
✔ Armor degrades after repeated use, requiring maintenance or repair.
✔ A gun’s ammo count dwindles, forcing the player to reload or scavenge for supplies.

✔ We'll cover resource recovery mechanics in another section, but for now, remember: resources are finite and must be managed carefully.


Supporting Another Character​

In some situations, a character can assist another character in their action—whether it's a navigator giving the driver directions, a lock expert advising a thief, or a medic providing guidance during first aid.

✔ Players and the GM should agree on whether an action reasonably qualifies as support.
✔ A support check is rolled against a Target Number of 12 (modifications may apply based on role-playing).

How Support Works​

  • If the support attempt succeeds, the primary character gains a bonus.
  • If it fails, the support attempt has no effect (or in some cases, a penalty).
  • Good role-playing may grant an upgraded check, while poor execution might result in a downgraded check.

Support Check Outcomes​

Support Check ResultEffect on Primary Character's Roll
Critical Failure (4 or more below 12 → 8 or lower)-1 penalty to the primary check.
Failure (below 12 but above critical failure)No effect.
Success (12 or higher)+1 bonus to the primary check.
Critical Success (4 or more above 12 → 16 or higher)+2 bonus to the primary check.

✔ A critical failure may represent actively hindering the attempt—such as bad directions leading to confusion or flawed advice making a task harder.


✔ Certain skills allow a character to support themselves by using a related skill before making a primary roll.
✔ This represents preparation, analysis, or specialized expertise.

Example of Self-Support:​

  • A character makes a Technical: Cybernetics check before attempting a Repair check to fix a cybernetic limb.
  • If the Technical: Cybernetics check succeeds, they gain a bonus to their Repair check.

✔ This allows characters with strong technical expertise to boost their own efficiency, reflecting their preparation and knowledge.