Sword Staff

Chapter 5: Core Mechanics

The d100 Skill Check, Target and Motivation, Pushing, advantage and disadvantage, critical results, and the consequence framework behind every failed roll.

The d100 Skill Check

Roll percentile dice as a result from 1 to 100. If the dice show 00, read that as 100. There is no result of 0. Target = Stat + Motivation, capped at 99.

RollResult
Roll is equal to or below TargetSuccess
Roll is above TargetFailure
Roll is 100Always failure and Critical Failure on a Skill Check

Because Target caps at 99, a roll of 100 always fails.

Worked Example: Roll and Push. Pipe has Dexterity 12 and Motivation 50. Her Target is 62. She rolls 68 on a Strike attempt with a learned skill. The roll fails by 6. Pipe may spend 6 Motivation to Push the result into a success. Her Motivation drops to 44, and the action succeeds.

If Pipe had been attempting an unlearned skill, she could not Push. The failure would stand and the Foreman would apply a consequence.

If Pipe rolls a Critical Failure on a Skill Check, she cannot Push. The Critical Failure stands.

Default Stat Uses

ActionDefault Stat
Basic attacks with StrikeDexterity
Specialized tree verbsThe tree's tagged Stat
Move in response to an attackDexterity
BlockConstitution
Mental resistance with FocusIntent
Life-force resistance with ConsumeSpirit
InitiativeDexterity

Motivation

Motivation is added to every Target. It starts at 50. The normal rested/recovered baseline is 50, and the absolute cap is 99. Motivation can never exceed 99.

Motivation is spent through Pushing and by paying modifier costs. As Motivation drains, every roll becomes harder. Certain effects, especially Crystal Shards or special abilities, can raise Motivation above 50. Motivation above 50 represents overdrive, desperation, magik stimulation, emotional surge, intoxicated courage, or another exceptional state.

Pushing

After failing a learned Skill Check, a Contractor may spend Motivation equal to the shortfall to turn the failure into a success.

Shortfall = roll - Target.

Any failed Skill Check made with a learned action may be Pushed unless a rule says otherwise. To Push, spend Motivation equal to the shortfall between the roll and the Target. A Critical Failure cannot be Pushed. You cannot Push an unlearned skill.

Advantage and Disadvantage

StateTarget Formula
NormalStat + Motivation
AdvantageStat + floor(Motivation x 1.5)
DisadvantageStat + floor(Motivation x 0.5)

The Target still caps at 99. If advantage and disadvantage both apply, roll normally.

Common Advantage Sources

  • Surprise.
  • Clever positioning.
  • Good tactical setup.
  • Help from allies.
  • Environmental leverage.
  • Specific modifier effects.
  • Foreman judgment when the plan deserves it.

Common Disadvantage Sources

  • Attempting an unlearned skill.
  • Being prone.
  • Relevant sensory impairment.
  • Severe environmental interference.
  • Wound effects.

Surprise

When one side acts before the other side is aware of the threat, the surprising side acts first and gets advantage on opening actions. Initiative is rolled after the surprise round ends.

If the party is surprised, enemies get the same benefit. If the party surprises enemies, the party gets it.

Critical Results

ResultRule
Critical SuccessRoll 1-10 on a successful Skill Check.
Critical FailureRoll 91-100 on a failed Skill Check.
Roll 100Always failure and always Critical Failure on a Skill Check.

A Critical Success makes the outcome dramatically better. A Critical Failure makes the outcome dramatically worse. The Foreman fits the effect to the situation.

Example Critical Successes

  • An attack deals double damage.
  • A defense turns the attack aside and counters for 1 damage.
  • A perception check reveals extra information.
  • A Move covers extra distance.
  • A social roll turns an NPC into a genuine ally.
  • A Channel or Surge expands or gains a secondary effect.

Critical Successes should improve the moment. They should not grant lasting Stat boosts in standard play. The normal progression rule is simple: gear improves Stats and Inspiration teaches skills.

Example Critical Failures

  • An attack hits the wrong target.
  • A weapon breaks.
  • A defense results in double damage, falling prone, and a Wound Table roll.
  • A Move ends in prone positioning and lost time.
  • A social roll offends an NPC.
  • A Channel or Surge loses control.

Consequence Framework

Every failed proactive Skill Check produces a consequence. "You miss" is never the full answer. Use one or more:

  1. The Contractor takes damage.
  2. The enemy gains advantage.
  3. The Contractor loses position.
  4. The Contractor loses resources.
  5. The Contractor loses time.

Failed reactive actions that allow an attack to land do not need extra consequences because the attack is already the consequence, unless the result is a Critical Failure.

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