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Skill Checks

Nyra is a d10 system in which a player is required to roll under their skill in order to achieve an action. This means that most skills and abilities will be adjusted on a 1-10 scale. Skills checks are the most common type of dice roll. When a player would like to do an action, it is the GM’s responsibility to delineate which skill applies to the test and then have the player roll against it to determine success or failure.
In general, there are two different kinds of checks in Nyra. Pass/Fail checks and Competitive checks. The vast majority of checks in the game should be assumed to be Pass/Fail checks unless specified otherwise. This means that, when the GM calls for you to roll, so long as what you roll on the d10 is a number which is equal to or under your skill rating, you succeed at that task. By contrast, on a Competitive check, two opponents roll against one another. In these occasions, success is given to whichever rolled further under their skill than the other. If the result is a tie, have the characters roll a tiebreaker however the GM wishes.
In all occasions, rolling a 10 is called a critical failure and a 1 is called a critical success. A critical failure is not only a failure to the action being done, but also amended with a penalty, such as tripping over a tree branch and falling to the ground, or if the situation warrants it, maybe even striking and hurting themselves in a combat situation. A critical success usually means that the action was done without flaw, and that it elicits the perfect reaction being looked for. In battle situations, a critical success means that the total damage taken from the dice rolled to calculate damage is to be doubled. In section 54a. Skills and Skill Perks which involves the skills, is a full listing of standard critical success and critical failure outcomes.
Damage rolls are the next most common type of dice roll. They are used when a combatant successfully strikes a target. To determine the damage that is dealt, you must look to the weapon description of the striker’s weapon. For example, if a weapon said it did 2d8+12 Cleaving, this would mean that you roll 2 eight-sided dice, add up those numbers, and then add twelve. This would then be the damage dealt to a struck target.