Roleplay Guide

Insert a funny ha-ha 'learn how to roleplay' joke here. Don't worry, we're not doing any of that. This guide is written with the presumption that you've already got a handle on serious roleplay. Rather, this guide is going to cover some of the passive checks and skills present in Havoc that you might encounter while attempting actions.

## The Check System

Sometimes, either during an event or an interaction with a GM-controlled character/NPC, or when attempting a certain action, you may be asked by a GM to make a passive check. These checks are rolled on a d10 and are affected by your Attributes and the traits selected at Character Creation.

### Passive Checks

* `/persuasion` - Used to try and convince NPCs to do or believe something.
* `/intimidation` - Used to try and scare NPCs to do or believe something.
* `/technology` - Used to try and modify, use or otherwise manipulate any sort of technology.
* `/slicing` - Used to 'slice', or hack computer systems.
* `/piloting` - Used to try and drive land, air or space vehicles.
* `/medical` - Used to try and heal individuals from their wounds.
* `/insight` - Used to gain knowledge about a situation using your character's common sense.
* `/force` - Used for general Force usage.

The DC (or 'difficulty class'; also called the 'Threshold') you must roll over to succeed in a passive check varies and is determined by the GM. It is based on the relative difficulty of the action you are attempting, and on any traits/character's race that might affect the outcome. Typically, however, the average DC is 5.

### Combat Checks

Check the Combat Guide for a complete list of Combat checks.

### Attribute Checks

* `/dexterity` - Used to see if you can accomplish a particularly difficult or strenuous task that requires agility.
* `/stamina` - Used to endure physical hardship.
* `/willpower` - Used to endure mental hardship, e.g. if a Force user is attempting to influence your mind.
* `/perception` - Used to detect sneaking targets. If successful, detector is alerted and can act accordingly. Also used to notice environmental details.
* `/strength` - Used to see if you can accomplish a particularly difficult or strenuous task that requires your physical prowess, e.g. to lift a heavy crate.
* /luck - Used for Advantage rolls. See below.

Attribute checks are like Passive checks, but are entirely weighted based on how many points you have in a certain Attribute. Some Attributes (Accuracy, Charisma, Luck) do not have corresponding checks. This is because they are usually covered by existing Combat/Passive checks (Accuracy is ranged attacks; Charisma is Persuasion/Intimidation).

Attribute checks are usually called for by a GM. If one asks you to make a certain check when you attempt to do something, then you must make the check.

## Advantage Rolls

In certain situations, you may be entitled to an Advantage roll. This might be available to you if;

* You have a racial trait that grants you one in certain situations
* You have a character trait that grants you one in certain situations
* At GM’s discretion

Refer to the traits list to see what traits would give you an Advantage roll and in what situation it is called for when in relation to racial/character traits. If you are capable of making an Advantage roll to assist with a check, you will use /luck and add the result of your check to the following roll you make, be it in combat or passive roleplay. The base maximum, excluding modifiers, is a +5.

Advantage rolls are affected by **Luck**.