The Diary Of John Sing
How skills work
You want to roll under the skill percentage.
If your medical first aid skill is 40 then 40 or under good. 41+ bad. Any attempted failed by more than 20 points is considered a critical failure. In the mentioned example at 60 it’s a critical failure making the next attempt harder. 99%-100% is an automatic failure and a 01%-02% is an automatic success regardless of skill level. Skills are modified by perks, advantages, disadvantages, and situations.
Situations like a man fixing a generator is trying to replace a switch. It’s easy he has done it a thousand times so he gets a +40% to his skill.
A man with the Field surgery skill is trying to clamp an artery on a fallen comrade while the enemy is trying to kill him -40%.
Here are two examples on how skill checks work. Note these are not combat as that is covered in another section.
jimmy has fallen in a root hole and has broken his leg. Bob and Samantha have pulled him out and are trying to get him fixed up to reach pinker ton falls over the next hill. There is a howling of wild dogs not too far off smelling the blood and looking for a meal. Bob has the jury rig skill at 40% Samantha tells him to make a sled out of their backpacks and some poles. It’s not a hard task so the GM gives him an extra +10%. He rolls and gets a 54% He makes the sled but it’s going to break down, however he does not know that for sure and he does not know when. Samantha gets the small med kit out and tries to make a splint. She has a first aid skill at 65% and the med kit offers another 5% for a total of 70%. She rolls a 40 and sets the leg in a splint. They take off for pinkerton falls and are about over the ridge when the back pack sled breaks. Bob decides to fix it with his jury rig and rolls a 100% that side falls completely apart and Jimmy warns of the dogs behind them. the three pulls their weapons and ready for a fight.
Stupid Joe and Gus are trying to break into the jail to release crazy Cora. Joe is picking the lock and he has a 50, but the lock is very advanced giving him a -15 to his check. He rolls an 80% indicating a critical failure. One of his picks breaks and he is forced to try another. He rolls a 67 again a critical failure. Fact is this lock is too hard for him to pick. On his third pick and attempt he gets a 100% breaking the pick off inside the lock rendering the lock now unpick able and useless. Gus kicks him out of the way. He places a small shape charge on the lock and rolls his demolitions at 50. He gets a 55% He uses too much explosive and when it detonates does a lot of damage to the room inside. Good thing crazy Cora used seduction at 60% to get the guard in her cell to bang her so he took the damage instead of her.