The Rolling System

## Proficiency/Skill

Sometimes the trained hand's failure is far greater than the unexperienced one's, to show this as your skill in a ability increases so does the number of dice. (Although the total maximum remains steadfast at 20) Greater skill in of itself does not impart a bonus to the total of the roll.

1d20 - Unexperienced/beginner

2d10 - Adept

1d8+2d6 - Skilled

2d6+2d4 - Professional

5d4 - Master

## Ability

### Abilities

###### Strength

* Strength is your ability through sheer physical power to complete tasks, be that lifting weights, holding something still, or hitting a door with a hammer. Strength needs no real explanation neither to understand or use. Strength affects the following characteristics of a creature:
	1. Grants a bonus to Strength related checks.
	2. Carry weight.
	3. Required to use some gear/items.

###### Agility/Dexterity

* Agility is a representation of your hand-eye coordination along with overall speed. Although certainly not required for some tasks, it is still a necessary part of even common day to day tasks and activities. Agility affects the following characteristics of a creature:
	1. Grants a bonus to Agility related checks.
	2. Assists in determining movement speed.
	3. Required to use some gear/items.

###### Constitution/Fortitude

* Fortitude is in part both mental as well as physical, showing one's capacity for pain along with overall physical capacity for injury. Although hard to judge at first glance as resilience to pain can often be found in the worst of places and even sometimes people/creatures. Fortitude affects the following characteristics of a creature:
	1. Grants a bonus to Fortitude related checks.
	2. Determines your physical and genetic resilience.
	3. Helps to avoid negative effects of positive genetic mutations.

###### Perception

* Perception is the ability to use your five senses
	1. Grants a bonus to Perception related checks.
	2. Required to use some gear/items.

###### Mental stability(Sanity)

* Sanity
	1. Grants a bonus to Sanity related checks.
	2. Required to keep a clear head in stressful situations.

###### Intellect

* Intellect
	2. Required to use some gear/items.
	3. Can be used to learn more about encountered items, creatures, and similar.

### Point of reference

* 10 is the baseline average which ALL creatures are compared against. With the range for humans being between 5 and 15, as any higher or lower is considered no longer "human" (being either sub-human, or super human respectively).
* Every point above or below 10 gives you +1 /-1 to related checks respectively.
* Having a 0 in an ability means you are completely incapable of using that skill even in the most basic of ways.

## Luck

Sometimes luck can play a major factor in if something is either possible or impossible. However figuring this out can at time be difficult. Depending on circumstance, it might result in something being a complete coin toss so to speak due to luck alone. In these situations if luck is the only determining factor remaining, both the Player and the Host should roll a d4. If one rolls higher than the other, luck is "in their favor" for this situation. However if they roll equal then the outcome is neutral to both parties. However situations in which luck can not play a major factor should have no such check, as the outcome has already been majorly determined by skill and ability rather than luck.

## Tactics

There are times when various strategies, actions, or situations call for unique circumstance changes to how an outcome should be calculated. If circumstance favors the roll, then roll the dice twice and take the higher value (advantage). If the circumstance opposes the roll, then roll the dice twice and take the lower value (disadvantage). Any further advantages (or disadvantages) increase the chances of success exponentially. Starting with a +/-1 (respectively) to the roll, and doubling for each additional 'tactic' advantage or disadvantage. (1,2,4,8,etc.)

The final decision is up to the host, however asking the players their opinion or to leave it up to a group vote if the host is unsure (Or feels like it).

## Knowledge

When knowledge is factored in, it can result in no need for a check depending on the complexity. If a player character has specific knowledge, whether it be how to operate a certain weapon, hack a door, or what a creature is, they can substitute the normal check with a intellect check (DC determined by host, minimum of 5, maximum of 20) if their character already has knowledge on the subject. On a success, they'll be able to complete the action (or recall the information) without further checks (unless there is further complications)