Situational modifiers are used to add or subtract from your base percentile chance of success when you roll to perform an action or use a skill. It would be impossible to list every example of a situational modifier, as there are literally endless possibilities. The purpose of this news file is to give some base examples of what Situational modifiers /are/ to provide a baseline for comparison. In the end, usually it will be worked out with the consent of the people in your scene, or if no agreement can be reached, through staff moderation.

Situational modifiers come about mostly as the result of the IC environment and positioning of the characters or items involved in taking your action.

  • -20 percent: A 20 percentile difference is a roughly minor difference in environment or positioning. Perhaps the floor is wet and slippery. Maybe the tools you're using are the wrong tools for the job, maybe the person is behind a slim amount of cover.
  • -40 percent: A 40 percent difference is coming into some fairly important differences. The surface is not only wet, but slick with ice. You have to do a job that requires tools without benefit of /any/ tools. The person is behind significant cover (a riot shield, a sturdy couch or table), you're trying to track something that's been gone for days or even a week.
  • -60 percent: 60 point differences are very major. Trying to repair something that's been not only smashed, but /broken/. Trying to piece together a puzzle without having any idea what the completed puzzle should look like. You're on the ground and your opponent is standing over you.
  • -80 percent: An 80 percent modifier is nearly overwhelming. Your sparring partner is not only straddling you while you're on the ground under them, but you have a broken arm as well. You have to put back together a machine blind-folded and under a stressful time-limit. It's rained or snowed for days and days since the trail you're following was made.
  • -90-100 percent: These modifiers /are/ overwhelming. Dodging an attack when you're completely chained and immobilized, unable to move. Putting together something into working order when there are vital parts missing or beyond repair. Identifying the scent of what you're looking for in the middle of a landfill. Cooking an amazing 7 course meal with only items you find at your local 7-11.

If adding, one can reverse the numbers (+100 for something that will always work, +75 for a distinct advantage, +50 for an even split, +25 for a distinct disadvantage, +0 for something that should never work).

In all cases, decide what the possible situational modifiers /are/. Then decide the 'severity' of the modifiers using these charts as a rough guideline. Maybe you decide it's 10, 35, or whatever percent, after that, you decide whether it's a /positive/ or a /negative/ to your roll. In many opposed roll situations, a positive to one side can be a negative to the other, even if it's the same situation! In other cases, it might be positive to everyone, or negative to everyone. After that, apply all the situational modifiers that apply, and add them to your roll.

Again, (just like in 'system') the final note is that RP should always trump dice. If you can gain the consent of everyone involved in the scene or action to just 'glossing things over' without rolling dice, then /great/. If it's a very very routine use of the skill, or something that at your stat or skill level should be 'child's play', then as long as there are no objections and it's not going against the reality presented in the news files, feel free to assume auto-success (or auto-failure in the inverse, whatever's best for the story)

News Files

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