ECLIPSE PHASE: INDISPENSABLE UNIVERSE-APPOINTED SENTINELS
DICE AND SKILL ROLLS
- Eclipse Phase (EP) uses ten-sided (d10) dice, usually as percentile dice (d100). Unlike some other games, the percentile range is 00-99, not 01-00.
- In general, rolling equal or less than the target number is a success. A 00 is always a success. A 99 is always a failure.
- Modifiers can be added to or from a target number. As a rule, the cumulative modifier total cannot exceed sixty for or against.
- Doubles rolled are criticals, their effect, success or failure, is increased.
- Characters who are untrained in a given skill may attempt a roll with a penalty in most circumstances. Sometimes, an alternate skill can be used, also at a penalty.
- Other characters may aid another character, if they have the appropriate skill or circumstances permit, Each character who can aid gives a +10 to the acting character to a maximum of +30.
- For some rolls, a character may try again with a cumulative -10 penalty to each roll, to a maximum of -60.
- For some rolls, a character can take extra time, giving a bonus that has a maximum of +60. A 99 is still a failure, though.
- For some rolls, the margin of success (MoS) or failure (MoF) is important. Generally, an MoS or MoF of 30 is an Excellent Success (or Failure). Criticals still have more of an effect than Excellent rolls.
- If two character roll against each other in an opposed test, the character rolling the highest critical success, then the highest success will win. In the case of the exact same roll, the characters are deadlocked, the contest continues until one succeeds or both withdraw.
- A Variable Opposed Test is a rare circumstance where there are multiple possible degrees of success and failure for each side. Details will depend on the specific test.