The NecroMech Dossier Core Manual April 2018 - Page 178

These factors have been grouped into the following 10 Modifier Categories: 1. Ability – how well suited you are. 2. Assist – who and what can help you. 3. Focus – any special attention given. 4. Protection – what gets in the way. 5. Conditions – environmental factors. 6. Movement – impact of motion. 7. Position – where things are. 8. Disability – any existing impairment. 9. Advantage/Disadvantage – favorable or unfavorable circumstances. 10. Other – for the truly unexpected. If after applying modifiers the probability of success is 0% then no roll is required, and the Action is an automatic failure. Conversely, if after applying modifiers the probability of success is 100% then again, no roll is required, and the Action is an automatic success. Otherwise a roll is made on percentile dice (1 -100%) with a roll equal to or less than the calculated percentage indicating success, while a roll higher means failure. The level of modifier detail to be used is determined by the GM and players. The goal is to maintain a cinematic-like flow to an encounter that captures the story, drama, and excitement of the situation rather than getting bogged down in mechanics minutia. Consequently, the following simplified approach is provided to be used as required. Page 178