Core Rules

Checks

Checks

Die
1d20
Target
Effective attribute value
Natural Precedence
Yes
1–1Critical success
2–targetSuccess
target+1–19Failure
20–20Critical failure
Die
1d100
Target
Effective subtalent value
Representation
00-99
Effective Target Cap
89
00-09Critical success
10–targetSuccess
target+1–89Failure
90–99Critical failure
Gm Optional
Yes
Die
1d100
Success Range
00-04
Chance Percent
5
Success Result
Normal success
Scope
Soul, Body and Mind subtalents only
Die
1d100
Target
Effective magic perception
Representation
00-99
Effective Target Cap
89
00-09Critical success
10–targetSuccess
target+1–89Failure
90–99Critical failure
Die
1d100
Target
Effective rune lore
Representation
00-99
Effective Target Cap
89
00-09Critical successHalf time
10–targetSuccess
target+1–89Failure
90–99Critical failure
Die
1d20
Target
Effective Constitution after KO penalty
Natural Precedence
No
Comparison
Strictly less than
Equal Is Failure
Yes
Trigger
stamina <= 0 and hit_points > 0
Initial Malus
Absolute negative stamina
Unconscious Repeat
At the end of each round
Repeat Malus Recovery Per Round
1
Minimum Malus
0
Announced Before Roll
Yes
Formula
effective_target = base_target + bonus - malus
Percentile Modifiers Are Percentage Points
Yes
Existing Caps Apply After Modifiers
Yes
Technical rule reference
Canon ID
core.checks