Skill Resolution

Roll four Fudge dice (also known as Fate dice); this will generate a result between -4 and 4. A result of 4 indicates a critical success, while a result of -4 indicates a critical failure.

A critical success indicates automatic success and a critical failure indicates automatic failure, regardless of difficulty. On an opposed roll, if both persons achieve a critical success, the tie goes to the defender.

When the degree of success matters, such as on attack rolls, a critical success is treated as a result of 5. In other circumstances, the GM adjudicates the outcome of a critical success.

Add your skill bonus to the roll. If the skill check is not opposed, then you need a result equal to or greater than the difficulty assigned by the GM. A high difficulty would be a required outcome of 6.

If the skill check is opposed (as is often the case), you must subtract your opponent's outcome. If the final result is positive, you are successful; the higher the result, the greater the degree of success.

Numerous situational modifiers may apply. These usually provide a bonus or penalty no greater than 3. If the modifier is greater than 3, then the attempt is typically an automatic success or failure.

Example: Bob attempts to sneak up behind John. Bob rolls and gets an outcome of 1. He has a skill bonus of +3 for stealth, giving him a total of 4. John rolls to determine whether he notices Bob, and gets an outcome of 0. He has a skill bonus of +3 for perception, giving him a total of 3. John's result of 3 is subtracted from Bob's result of 4, leaving Bob with a 1. Bob is successful. In this case, the degree of success doesn't matter; John either notices Bob or he doesn't. When Bob shoots John from behind, John is surprised and is unable to dodge.

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