Skill Scenes are a series of skill checks made together as a means to accomplish a goal. This goal is clearly defined, and can be accomplished through various means. Some skills also provide bonuses for the Skill Scene. Sometimes all it takes for one failure for one part of a Skill Scene to fail, however most of the time everyone in a party gets a chance to succeed at a skill before the section of the Skill Scene is considered a failure. And even then, failing one part of a Skill Scene doesn’t always count the entire scene as a failure. Failing a required skill check three times is a total failure.
Skill Scenes are structured like so:
Scene Name
Scene Complexity: The amount of skill checks needed to succeed.
Scene Notes: Notes about the scene, and special rules to be used with it. There may be multiple effects.
Success Results: The victory result for the scene.
Failure Results: The failure result for the scene.
Example Skill Scenes
Racing
Scene Complexity: 3 Drive checks or 4 Ride Checks
Scene Notes: If the race has characters on animals and vehicles racing each other, the amount of Ride checks needed to succeed increases by 1.
While in first place, gain a +4 bonus to your next roll.
Success Results: You complete the race in the position you ended at.
Failure Results: Your vehicle/mount refuses to budge, or you veer off-course.
Infiltration
Scene Complexity: 2 Stealth checks or 2 Deception checks
Scene Notes: Infiltration missions take at a minimum 30 minutes.
Success Results: You successfully reach the designated location without triggering alarms or being caught.
Failure Results: You successfully reach the designated location, however you triggered the alarms and guards are now encroaching.
Interrogation
Scene Complexity: 2 Deception checks or 2 Persuasion checks
Scene Notes: When intimidating someone with Persuasion, you can deal 1 point of damage to them (ignoring Soak) in order to grant a +5 to the next intimidate check.
Success Results: You learn the information you seek.
Failure Results: Either the will of the captive proves to be too strong to relent, or (if force was used) the pain or mental anguish was enough for them to pass out.
Investigation
Scene Complexity: 1 Deception check or 1 Persuasion check and 1 Knowledge check
Scene Notes: When gathering information with the Persuasion skill, up to 15 Gold can be given to informants as a means of tipping them off, granting a +5 to the check.
Success Results: You successfully learn everything you need to know through the investigation.
Failure Results: You fail at finding out what you need to know, and the parties being investigated (if any) are made aware of this fact.
Negotiation
Scene Complexity: 2 Deception checks or 3 Persuasion checks
Scene Notes: On a single failure with Deception, the entire scene fails and the other party is privy to the lies.
Success Results: Success pulls the other party to your side, and they agree to join your cause or support your efforts.
Failure Results: The other party either learns of tricky and foul play, or stands strong against the arguments you present, instead opting for stubbornness.
Wilderness Travel
Scene Complexity: 4 Awareness checks
Scene Notes: For each subsequent check (whether pass or failure), add +2 to the skill’s DC. This only adds to the skill DC being used, and remains until the scene is over.
Travel takes 1 day at minimum for the scene, and expends 2 rations per day.
Success Results: You reach your destination safely.
Failure Results: You are completely lost within the wilderness, and conditions begin to worsen. Your maximum HP is cut in half, and you take a -5 to all Defenses until you rest for a full day in a civilized area.
Chase
Scene Complexity: 2 Acrobatics checks or 2 Fortitude checks
Scene Notes: None.
Success Results: You catch or outrun the assailant.
Failure Results: The assailant catches or outruns you.