Ability Checks

When a character wants to attempt a task where there is a possibility of failure, they must make an Ability check. The player rolls 4 Fudge Dice (6 sided dice with two faces marked "+", two faces marked "-" and two faces blank) and looks at the character's Ability score. The result they character achieved is equal to their Ability, plus one for each "+" rolled on the Fudge dice, minus one for each "-" rolled on the Fudge dice. Every task has a difficulty between 0 and 10. The character is successful if their result is equal to or greater than the difficulty.

For example, suppose that Nick Slater is attempting to disarm a bomb in less than 30 seconds. Slater has the Demolitions Training Advantage, so the GM calls for an Intelligence check and sets the difficulty at 4 (Slater is, after all, trying to work against the clock). Slater has only a 2 in Intelligence, but he rolls three "+"s and one "-" on his Fudge dice. His result is therefore 2+3-1= 4, which is equal to the difficulty. Slater manages to stop the bomb just before it goes off, the electronic clock stopped at 00:02.

Examples of Ability checks

Task Ability Check
Identifying Poland on a map Difficulty 1 Intelligence check
Persuading a stranger to give you a cigarette Difficulty 2 Socialize check
Breaking down a normal door Difficulty 3 Strength check
A 6 metre running long jump Difficulty 4 Athletics check
Withstanding hideous torture without breaking Difficulty 5 Willpower check

Opposed Checks

Sometimes two characters are pitting their Abilities against one another and success for one means failure for the other. These are opposed checks. Characters can make opposed checks using the same Ability or two different abilities.

When a PC and an NPC make opposed Ability checks, the PC makes an Ability check and treats the NPC's Ability score as the difficulty.

When two PCs make opposed Ability checks, they both roll. If one rolls higher, he wins the opposed check. If they tie, they both roll again.