Making Tests

At the heart of any role playing game, there must be a system to test whether your character can do what he is trying to do. There are two kinds of test in Fae Domains. The Simple Test is used in situations where you either succeed or fail with no result in between. A Complex Test yields a degree of success called the Margin. The Margin is used in various parts of the rules for different things. It may determine how hard you swing your sword or how much drain you take from casting a spell.
The following procedure is used when making a Test:

1. Determine the base chance of success.
Usually, the base chance of success will be an Attribute or Skill Rating. If a character doesn't have the skill, the base chance is 0%.

2. Apply modifiers.
Skills always have a primary modifier. This is the Attribute which most directly effects the outcome of the skill's usage. Add the attribute modifier to the skill rating. The attribute modifier is equal to one tenth the attribute rating, rounded to the nearest whole number
Every test is modified by the Luck modifier. Add one tenth of the character's Luck Attribute (round to the nearest whole number) to the total.
Usually the rules will give you some additional modifiers to add in special situations. Add any these modifiers now. The result is the Modified Chance of Success or MCS. If the Modified Chance of Success is less than 1%, then assume it is 1%. (Characters should always have at least a slim chance to succeed.)

Example: Kevin is playing a character named Brutus. Brutus has a Sword Skill rating of 25%, a Strength of 63%, and a Luck of 37%. To make an attack with a Broadsword, the base chance of success is 25%. The Primary Modifier is Strength so Brutus adds 6% (the Strength Modifier) for a total of 31%. The Luck modifier is 4%, so Brutus adds 4% making his Modified Chance equal to 35%. If Brutus had any additional modifiers like fighting in the dark or with his off hand, they would be applied now.

3. Roll the dice.
Roll percentile dice. If you have a hundred side die, this is easy. (If you don't mind chasing the thing around the table.) If not, you will need two different ten sided dice. Declare one as the "high die" and roll both. The "high die" becomes the tens digit and the other die is the ones digit. If you roll two zeroes, it is counted as one hundred (100).

Skill/Attribute Increase Roll
Die roll Increase
0-2 +0
3-5 +1
6-8 +2
9 +3
If your roll is within 2 of the Modified Chance of Success above or below (sometimes you can learn from failure), the skill or attribute checked immediately goes up 0 to 3 points. Roll one ten sided die and add one third the result (round up) to your ability rating. If the roll is exactly the Modified Chance of Success on a Skill Test, the primary modifier also goes up 0 to 3 points. These improvements do not effect the current Test, but all future tests use the new scores.

Example: Brutus' player Kevin has a red die and a blue die. He declares red high and rolls. The results are a zero (0) on the red die and a two (2) on the blue one. The result of the roll is two (02).
Later, he makes another test and declares red high, rolling six (6) on the blue die, and three (3) on the red die. The result is thirty six (36). Since the roll is within two of the Modified Chance of Success (33 to 37), he gets a chance to increase his skill rating. Kevin immediately rolls a ten sided die getting four (4), so Brutus now has a score of 26 (25 + 1) for his Sword Skill. If the roll had been 35, he would also roll another ten sided die to increase his Strength Score which is the primary modifier for the Sword Skill.

4. Determine Success.
Compare the result of your roll to the Modified Chance of Success. If the roll is higher, your character fails. A roll greater than ninety five (95) always fails no matter what the Modified Chance of Success is.
If this was a Simple Test, you may stop here. You know all you need, your character has either succeeded or failed.
If you are rolling a Complex Test and have succeeded, you must now determine the Margin of success. The number you rolled is the Margin. Different situations apply the margin in different ways which are described in the appropriate section of this manual.

Example: Kevin's first roll above was a success (02 is less than 35). However, the margin of success is only 2. He only causes 2 damage (The Combat chapter tells you how to calculate damage). His second roll failed (36 is greater than 35) even though his skill increased.

Optional Rules

All of the following rules are optional. They are intended to either simplify the game or make it more realistic. Before you begin play, the game master and players should discuss these rules and decide which ones you will be using. If your group changes their minds later, go ahead and include or exclude one or all of the optional rules.

Botch Optional Rule: Occasionally a character will just screw things up completely. With the Botch optional rule, any time the character rolls one hundred (00) on a test something bad happens. A warrior may drop or damage his weapon or a thief may jam the lock he is picking. What happens is entirely up to the Game master. You may make it humorous or damaging as you see fit. Try to make the botch fit the mood of the game. Never let botches kill a character, you have all worked too hard to let one unlucky throw of the dice end it all for no reason.

Easy Math Optional Rule: If your gamemaster approves, you may round all Margins to the nearest ten percent (10%) for ease of calculation. Note that in the above example, Brutus would not have achieved any damage using this rule because 2 rounds down to 0.

Lucky Strike Optional Rule: Sometimes, even the worst fighter can land a lucky shot or an inept thief can pick a nearly impossible lock despite the odds. Using the Lucky Strike Option, if you roll exactly one (01) then your character succeeds with a margin of 100%!

Example: Kevin rolls 01 for Brutus' attack. That is a Lucky Strike giving Brutus a margin of 100. With a typical broadsword, that does 90 points of damage!

Quick Test Optional Rule: There are many skills that are modified by the Margin of another skill test. If your Gamemaster approves use of the Quick Test Option, you may choose to forgo the first test and simply add one tenth of your skill rating (round to the nearest whole number).
The Quick Test Option guarantees you do not fail the first test and it speeds up the process of making tests. However, if you don't roll skill tests for a skill, you will miss the opportunity to increase the skill rating.
Once you roll the first skill test for the modifier of the second test, you can not change your mind and use the Quick Test Option. You are stuck with the results you rolled.

Example: Brutus is hunting with a crossbow. His hunting skill is 10% , his willpower is 15, his bow skill is 18, and his stealth skill is 6%. Kevin decides to use the Quick Test Option. The Modified Chance of Success is 15. (10 for the base skill + 2 WIL modifier + 2 for the bow skill + 1 for his stealth skill). He could have rolled for both the bow and stealth skills, but if he failed either, he would have wasted an hour worth of hunting. It also saved Kevin from rolling two extra tests.

Wound and Fatigue Level Optional Rule: In real life, the more tired or hurt we become, the more difficult it is to act. If your gaming group wants to simulate this effect in the game, use the following rule. If your current wounds or fatigue exceed half your WP or FP respectively, then subtract 10% from all tests the character makes until he recovers. If the character's wounds or fatigue exceeds three quarters (3/4) the character's WP or FP then subtract 20% from all tests the character makes. The character may have one modifier for wounds and a different one for fatigue. Apply one modifier for each Fatigue and wounds.

Example: A character has 20 WP and 18 FP. If this character has 10 wounds and 16 fatigue then all tests would have a -30% penalty.

Multiplication Chart

Percent
B
a
s
e

N
u
m
b
e
r

102030405060708090100
51122334455
1012345678910
1523568911121415
202468101214161820
2535810131518202325
3036912151821242730
35471114182125283235
40481216202428323640
45591418232732364145
505101520253035404550
556111722283339445055
606121824303642485460
657132026333946525965
707142128354249566370
758152330384553606875
808162432404856647280
859172634435160687785
909182736455463728190
9510192938485767768695
100102030405060708090100
105112132425363748495105
110112233445566778899110
1151223354658698192104115
1201224364860728496108120
12513253850637588100113125
13013263952657891104117130
13514274154688195108122135
14014284256708498112126140
145152944587387102116131145
150153045607590105120135150