Skill Checks
In narrative play and mech combat, Skill Checks are used to determine the outcome of complicated situations and actions. They are only required when making a roll will move the story forward. Your pilot will generally always succeed in mundane tasks, especially if it relates to their background. You don’t need to make a Skill Check to open a door, cook a meal, or talk to a superior officer – unless there’s something complicating your attempt, the outcome might further a situation or relationship in an interesting way, or it might answer a question.
A barroom brawl, a tense escape, decoding an encrypted message, hacking a computer, talking down a pirate, picking someone’s pocket, distracting a guard, hunting alien wildlife, and flattering the planetary governor are all examples of situations that have some degree of tension and consequence, and might require a Skill Check.
Skill Checks can cover activities as broad or specific as the narrative requires. For example, a Skill Check might cover an entire day’s worth of infiltration into a covert facility, or you might instead roll for individual moments of action – sneaking into vents, hacking doors, disabling guards, and so on.
Let’s break down the process of making a skill check:
- Name your goal.
- The GM decides the consequences of failure (e.g., losing time, alerting the guards, getting shot, etc). If there are no consequences, then you automatically succeed.
- Determine which Triggers or Mech Skills are relevant, if any, and whether you or the GM are invoking your pilot’s background (+1 Accuracy or +1 Difficulty).
- Roll 1d20 and add any relevant modifiers from Triggers, Accuracy, Difficulty, or Mech Skills. On a 9 or less, you fail to accomplish your goal and suffer the established consequences. On a 10+, you accomplish your goal.
- Only roll once to achieve your goal, and stick with the result
Examples of Skill Checks:
- Bruja, on foot, wants to open a locked door. The GM asks her to make a Skill Check and decides that Bruja can get a bonus from her ‘Hack or Fix’ trigger.
- Pan wants to jump a crevasse in his mech that’s wider than he can normally manage. The GM decides to allow him to try it with Agility.
- Zaid wants to lift a heavy boulder with his mech, to clear a passage. The GM decides this is probably a full action and requires a Skill Check with Hull.