From Viridian TTRPG Wiki
Jump to navigation Jump to search

As part of normal gameplay, Adventurers are expected to pass Checks to determine the success or failure of certain actions or events.

The key die used for Viridian-Fantasy is a d100, used as a randomization component that are often combined with Modifiers: additions and subtractions to produce the final Result used to determine the final outcome of various actions and events.

The easiest checks to understand are Skill Checks meant to test the Adventurer's ability to successfully perform actions. A similar system is used in Combat in regard to ToHit Checks when enemies use attacks to hit each other.

The article below describes the rules regarding rolling and what determines successes or failures.

d100 Rules

There are special rules that change the way the d100 is used, take note of these before reading how Checks function.

The 50s Rule

  • The golden rule with rolling a d100 is that results of 51 or higher counts as 50, but rolling 49 or lower remains unaffected.
  • The only exception to this rule is...

The Skill-Rating Exception

The 50s Rule only applies until an Adventurer's Skill-Rating meets and exceeds 51 points:

  • At Skill-Rating 51 or higher: rolling a d100 permits a result equal to double the Adventurer's Skill-Rating.
  • Ex. If the Adventurer has a skill rating of 60, the d100 they roll is permitted to be 60 or lower.
  • Regardless of how high an Adventurer's Skill-Rating becomes, the maximum result of their d100 cannot exceed 100.

Types of Checks

Skill Check

A Skill Check is called when an Adventurer attempts to use an action, or when required by an event, the Adventurer's Skill Skill-Rating. The Game-Master will call for the Adventurer to add their relevant Skill's Skill-Rating and add it to the result of their d100 (1-100).

  • If the Result is equal or greater than the Check Target Number, the Adventurer succeeds; if they do not, they fail.
  • Attempting to Check against a target number higher than the Adventurer can roll requires the Adventurer roll a 96 or higher (5% chance) in order to succeed, if allowed by the Game-master.

  • In most circumstances, if the Adventurer's Skill-Rating meets or exceeds the Target number before applying a d100: they will automatically succeed.
  • An Adventurer is permitted to roll for a Skill-Check with a target number of 50 or lower with No Skill-Rating. They can't succeed on a check higher than 50 in this way.

ToHit Check (Combat)

A ToHit Check, also known as an accuracy check, is used when an Adventure attempts to attack, target or otherwise affect an unwilling target. Functionally similar to a Skill-Check, except that they must beat the target number of the foe to hit.

  • The target's Defense stat is the Target number needed to be successful against the target's defenses or evasiveness.
  • The default Defense value for any living, mobile creature is 25. Multiple ways can increase or decrease this number, or the ToHit of the attacker.

Other Checks

Other types of checks may be required that don't rely on Skills or Skill-Rating, these are often more simplistic forms where a d100 is rolled and a modifier is applied as cited by the check itself. Examples include, but not limited to, are:

Physiological Save: Used to negate or mitigate effects that disrupt an Adventurer's physiology or physical state.
♦ Result = d100 + (Endurance * 10)
Psychological Save: Used to negate or mitigate effects that disrupt an Adventurer's psychological or mental state.
♦ Result = d100 + (Charisma * 10)
Reflex Save: Used to avoid or hasten the recovery of effects that bind the Adventurer or harm them in a more severe way.
♦ Result = d100 + (Agility * 10)
Attribute Check: Used for making direct checks based on an Adventurer's raw Attribute potential.
♦ Result = d100 + (Attribute * 10)