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Chapter 5 by MegaMarshmallow MegaMarshmallow

Mechanics

Skill Checks

Beyond the basic corruption check to see if the voices(comments) can sway players there are other checks made when a character attempts to do something which would have interesting outcomes such as convincing someone to do something for them, picking a lock or making a combat check. These are called skill checks.

They are calculated by rolling a d100, plus their skill bonus (special stat times 2), plus luck and then plus any other relative bonuses such as those from clothes or perks.

A general guide for the difficulty targets of these skill checks is provided below but it can be modified to be made more easy or difficult. Additionally, targets can go beyond 100 for difficulty if the attempt is beyond the average scoop of a character making some checks impossible for even a highly stated character to reach. For example reprogramming a hacked terminal to do something beyond what it is already capable of or pickpocketing the very clothes off someone's back without them noticing would be such checks beyond Very Hard.

Very Easy: 0

Easy: 25

Average: 50

Hard: 75

Very Hard: 100

Critical succeeding on a roll (rolling better than twice the original target before any modifications) results in bonuses to what was attempted to be done. For example, critically succeeding at picking a lock of a safe might grant you additional loot. Similarly critically failing on a roll (rolling half of the target before any modifications) results in negative effects. For example a critical failure on a combat check may result in your gun jamming. Combat checks that critically succeed deal double damage and may have other beneficial effects such as priming a car to explode next to where a group of raiders were hiding.

Damage checks are rolls to resist taking damage. They are calculated like combat checks using skills relevant to the weapon being used against you. For example taking damage from a laser rifle would involve using perception. They are modified by armour points depending on what armour you are wearing. Critical successes on these rolls cause negative effects for the attackers and critical failures may result in crippled limbs, damage to armour or other setbacks to players. A luck roll is made when you take damage from explosives or fire to determine if any armour is blown off or burned away. To avoid damage from non-explosive traps Agility is used but all other damage, such as environmental damage, uses Luck.

Rolling a 69 on a check nets you a single point of bonus EXP along with the message "Nice!".

Skill Check Specific Mechanics

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