There are some occasions where a skill roll is required but the chances of success need to be adjusted to reflect particular conditions. Fleeing bandits, for instance, might require an Athletics roll. But what if the character is fleeing through darkness or through treacherous undergrowth? In such a case the Games Master can insist on modifying the skill of the character to reflect the circumstances.

There are a series of grades to determine how a skill is modified. Note that two types of modifiers are provided: the first is the default method, and involves a little math, but offers better simulation for scaling, especially where higher skill percentages are concerned. The Simplified Skill Modifier is a simple addition or subtraction, and easier to implement. Choose which method best fits the game, but ensure that the same modification system is applied consistently. These are as follows:

Difficulty Grade Table

Difficulty Grade

Skill Modifier

Simplified Skill Modifier

Automatic

No need to roll

No need to roll

Very Easy

Double the skill value

+40%

Easy

Add half again to the skill value

+20%

Standard

No adjustment

None

Hard

Reduce skill value by one-third

  • 20%

Formidable

Reduce the skill value by half

  • 40%

Herculean

Reduce the skill value to one tenth

  • 80%

Hopeless

No attempt can be made

No attempt can be made

Where a character is already suffering a penalty from other circumstances the hardest difficulty grade takes precedence.

This game does not provide a definitive list of situations and challenges which can incur skill modifications. What sort of modification is required for any particular skill or context is ultimately up to the Games Master to decide; according to the capabilities of the characters, his perception of the difficulty of the situation, and the dramatic tension at that particular moment.