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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.