[Art: chapter_art/ch03_skills_checks_01.png Purpose: Chapter opener establishing skills-and-checks training tone]
When the outcome of an action is uncertain, you make a Skill Check (also called a Colonist Roll in Chapter 1). This chapter explains how checks work and what each skill covers.
[Art: spot/ch03_intro_skill_check_01.png Purpose: Visual anchor for “uncertain outcomes → roll a check”]
When it applies When a Colonist attempts an action with uncertain results and a skill is relevant.
How it works
- Roll 2d10 (one Base Die and one Story Die).
- Add the relevant Attribute.
- Add your Skill Modifier.
- Compare the total to the Tier of Success table.
- Apply any Story Die effects (see Chapter 1: Core Mechanics).
[Art: diagrams/ch03_skill_check_flow_01.png Purpose: Flowchart of the Skill Check sequence and Story Die callouts]
Edge cases
- The Story Die can trigger a Twist of Fate or Complication even if its value is discarded by Augmented or Impaired rolls.
- Skill Modifiers are based on Skill Points (see below).
Example: Skill Check Viper attempts a Social check with Spirit +1 and Social 25 (+2). She rolls Base Die 6 and Story Die 7. Total = 6 + 7 + 1 + 2 = 16, a Tier 2 (Success).
When it applies After any Skill Check.
How it works
| Result | Tier | Outcome |
|---|---|---|
| 11 or lower | Tier 1 (Struggle) | Success with a Major Cost. You achieve the goal, but it costs time, resources, or safety. |
| 12-16 | Tier 2 (Success) | Standard Success. You achieve the goal cleanly. |
| 17 or higher | Tier 3 (Triumph) | Critical Success. You achieve the goal with extra benefits. |
Edge cases
- Combat outcomes use the combat rules in Chapter 4: Survival & Combat.
- Colony task outputs (Food, CP, RP) are listed in Chapter 6: Colony Management.
Example: Tier Result Marla rolls a total of 10 on a Construction check. She succeeds with a Tier 1 (Struggle) result and finishes the job, but uses extra materials.
When it applies When the Storyteller needs to adjust how hard a check is.
How it works
- For easy tasks, grant Edge (+2) or allow automatic success.
- For hard tasks, apply Bane (-2) or make the cost of Tier 1 severe.
- For extreme tasks, use Double Edge or Double Bane shifts.
Edge cases
- Some subsystems list specific DCs (for example, Term Survival in Chapter 2: Character Creation). Use those rules as written.
Example: Difficulty Without DCs A simple lock is old and rusted. The Storyteller rules it opens automatically without a roll. A high-tech vault in combat gets Bane and a harsh Tier 1 cost.
When it applies Whenever you add a skill to a check.
How it works Your Skill Points (0–30) determine your Skill Modifier.
| Skill Points | Modifier |
|---|---|
| 0–9 | +0 |
| 10–19 | +1 |
| 20–29 | +2 |
| 30 | +3 |
[Art: diagrams/ch03_skill_modifiers_01.png Purpose: Quick visual mapping of Skill Points to Modifiers]
Edge cases
- The starting Skill Cap is 30 (see Chapter 2: Character Creation).
Example: Skill Modifier Sana has Animals 22. Her Skill Modifier is +2.
When it applies When a circumstance gives a minor advantage or disadvantage.
How it works
- Edge adds +2 to the roll.
- Bane subtracts -2 from the roll.
Edge cases
- Cover, lighting, and positioning are common sources (see Chapter 4: Survival & Combat).
Example: Edge and Bane Viper shoots in darkness (Bane) but has a laser sight (Edge). The modifiers cancel, so she rolls normally.
[Art: spot/ch03_edge_bane_example_01.png Purpose: Visualize Edge and Bane canceling out]
When it applies When you have at least two sources of Edge or Bane.
How it works
- Double Edge: Shift your result up one Tier.
- Double Bane: Shift your result down one Tier.
Edge cases
- The shift happens after you total the roll.
Example: Double Edge Marla rolls 14 on a Shooting check (Tier 2). She has two Edges (high ground and target in the open), so the result shifts to Tier 3.
When it applies When you have both Edge and Bane.
How it works
- Cancel one Edge against one Bane.
- If one side remains, apply one Edge or one Bane.
Edge cases
- You never apply more than one remaining Edge or Bane after cancellation.
Example: Cancel Oren has two Banes (rain and smoke) and one Edge (stabilized rifle). One Bane cancels the Edge, leaving one Bane applied to the roll.
When it applies When a circumstance grants a major advantage or disadvantage.
How it works
- Augmented: Roll 3d10 (keep highest 2).
- Impaired: Roll 3d10 (keep lowest 2).
Edge cases
- Augmented/Impaired replace Edge and Bane.
- The Story Die effect still applies even if its value is discarded.
Example: Augmented Ivo performs surgery with a glitterworld kit. He rolls 3d10: Story Die 1, Base Die 8, extra die 9. He keeps 9 + 8 = 17, then adds Mind +2 and Medical 30 (+3) for a total of 22 (Tier 3). The Story Die 1 triggers a Twist of Fate.
Example: Impaired Sana fires while suppressed (Impaired). She rolls 3d10: Story Die 10, Base Die 4, extra die 7. She keeps 4 + 7 = 11, then adds Dexterity +2 and Shooting 20 (+2) for a total of 15 (Tier 2). The Story Die 10 triggers a Complication.
[Art: diagrams/ch03_modifiers_map_01.png Purpose: Summarize Edge/Bane, Double Edge/Bane, Cancel, Augmented/Impaired]
[Art: spot/ch03_augmented_example_01.png Purpose: Show a major advantage check in action (Augmented example)]
When it applies When you voluntarily risk Stress to improve a roll.
How it works
- Declare a Push.
- Add +1 Stress.
- Roll 1d6 and add it to your total.
- If the d6 shows 1, trigger a Panic Check (see Chapter 4: Survival & Combat).
Edge cases
- The Push happens after the initial roll but before Tiers are applied.
Example: Push Tess rolls 9 on an Intellectual check with Mind +2 and Intellectual 10 (+1) for a total of 12 (Tier 2). She Pushes, gains +1 Stress, rolls 1d6 = 3, and the total becomes 15 (still Tier 2). If the d6 had been a 1, she would immediately make a Panic Check after the action.
[Art: spot/ch03_push_example_01.png Purpose: Capture the risk-reward moment of a Push]
When it applies Ranged attacks, turrets, and mortars.
How it works Make a Skill Check using Dexterity + Shooting. Tier results determine hit quality and damage in Chapter 4: Survival & Combat.
Edge cases
- Cover and range bands apply (Chapter 4).
Example: Shooting Viper rolls Base Die 7 and Story Die 4 with Dexterity +1 and Shooting 20 (+2). Total = 7 + 4 + 1 + 2 = 14 (Tier 2). She deals standard weapon damage.
When it applies Hand-to-hand combat with blades or blunt weapons.
How it works Make a Skill Check using Vigor + Melee. Tier results determine hit quality and damage in Chapter 4.
Edge cases
- Entering Melee range is defined in Chapter 4: Survival & Combat.
Example: Melee Marla rolls Base Die 5 and Story Die 6 with Vigor +2 and Melee 10 (+1). Total = 5 + 6 + 2 + 1 = 14 (Tier 2).
When it applies Building, repairing, or dismantling structures.
How it works Make a Skill Check using Vigor + Construction. Convert the Tier to Construction Points (CP) in Chapter 6: Colony Management.
Edge cases
- Some Facilities require specific Tech Levels (Chapter 6).
Example: Construction Marla rolls Base Die 8 and Story Die 3 with Vigor +2 and Construction 20 (+2). Total = 8 + 3 + 2 + 2 = 15 (Tier 2), yielding 5 CP.
When it applies Digging, extracting ore, and smoothing stone.
How it works Make a Skill Check using Vigor + Mining. Convert the Tier to resource yields in Chapter 6.
Edge cases
- Certain biomes grant Mining modifiers (see Chapter 7: The Rim).
Example: Mining Oren rolls Base Die 6 and Story Die 2 with Vigor +1 and Mining 10 (+1). Total = 6 + 2 + 1 + 1 = 10 (Tier 1), yielding 1 Ore.
When it applies Preparing meals, butchering, and processing food.
How it works Make a Skill Check using Dexterity + Cooking. Use the Cooking conversion outputs in Chapter 6.
Edge cases
- Food poisoning risks are handled in Chapter 4: Survival & Combat.
Example: Cooking Ivo rolls Base Die 7 and Story Die 5 with Dexterity -1 and Cooking 20 (+2). Total = 7 + 5 - 1 + 2 = 13 (Tier 2), converting 2 Food into 3 Meals.
When it applies Sowing, harvesting, foraging, and cutting trees.
How it works Make a Skill Check using Mind + Plants. Use the yield table in Chapter 6.
Edge cases
- Biome modifiers can apply (Chapter 7).
Example: Plants Sana rolls Base Die 9 and Story Die 4 with Mind +0 and Plants 20 (+2). Total = 9 + 4 + 0 + 2 = 15 (Tier 2).
When it applies Taming, training, and handling animals.
How it works Make a Skill Check using Spirit + Animals. The Storyteller applies the Tier to the animal’s response.
Edge cases
- Failed checks against predators can trigger a Manhunter reaction (Chapter 4).
Example: Animals Tess rolls Base Die 5 and Story Die 2 with Spirit +0 and Animals 10 (+1). Total = 5 + 2 + 0 + 1 = 8 (Tier 1). The muffalo resists and wanders off.
When it applies Smithing, tailoring, machining, and assembly work.
How it works Make a Skill Check using Dexterity + Crafting. The result determines Item Quality in Chapter 5: Equipment & Economy.
Edge cases
- Crafting Points (CP) are earned through colony work in Chapter 6.
Example: Crafting Oren rolls Base Die 8 and Story Die 8 with Dexterity +1 and Crafting 30 (+3). Total = 8 + 8 + 1 + 3 = 20 (Tier 3), producing Masterwork quality.
When it applies Creating sculptures, music, or morale-boosting art.
How it works Make a Skill Check using Spirit + Artistic. The Tier sets the art’s quality and Mood impact.
Edge cases
- Mood effects are handled in Chapter 4: Survival & Combat.
Example: Artistic Marla rolls Base Die 6 and Story Die 6 with Spirit -1 and Artistic 20 (+2). Total = 6 + 6 - 1 + 2 = 13 (Tier 2). The art grants a modest Mood bonus.
When it applies Tending wounds, surgery, and disease treatment.
How it works Make a Skill Check using Mind + Medical. Apply healing effects and risks per Chapter 4.
Edge cases
- Medicine items are in Chapter 5: Equipment & Economy.
Example: Medical Ivo rolls Base Die 6 and Story Die 6 with Mind +2 and Medical 30 (+3). Total = 6 + 6 + 2 + 3 = 17 (Tier 3). The patient stabilizes quickly.
When it applies Trading, recruiting, peace talks, and calming others.
How it works Make a Skill Check using Spirit + Social. Apply effects using the relevant subsystem (trade in Chapter 5, recruitment in Chapter 6, factions in Chapter 7).
Edge cases
- Some Social outcomes depend on Goodwill (Chapter 7).
Example: Social Viper rolls Base Die 7 and Story Die 5 with Spirit +1 and Social 20 (+2). Total = 7 + 5 + 1 + 2 = 15 (Tier 2). The trader agrees to a fair price.
When it applies Research, scanning, and solving technical problems.
How it works Make a Skill Check using Mind + Intellectual. Apply research progress in Chapter 6.
Edge cases
- Long tasks like Research require cumulative progress (Chapter 6).
Example: Intellectual Tess rolls Base Die 9 and Story Die 3 with Mind +2 and Intellectual 20 (+2). Total = 9 + 3 + 2 + 2 = 16 (Tier 2), granting 50 RP.







