Default Rolls

Basic Set: Campaigns · p.344

Open source p.344

When a task calls for a skill roll, you must have some ability with the
required skill in order to attempt the task. Ideally, you want points in
that skill . . . but an untrained person can take a stab at most tasks. For
instance, anyone can swing a sword – although only a trained warrior
is likely to have much success at it.
A skill that anyone can attempt without study is said to “default” to
an attribute or another skill. This means you can attempt the desired
action by rolling against one of your attributes or other skills at a penal-
ty. This “default roll” is just an ordinary success roll.
Example: Lockpicking skill defaults to “IQ-5”; that is, anyone can
open a lock, without training, by making a success roll against 5 less
than his IQ. If your IQ is 10, you can open an ordinary lock on a roll of
5 or less on . The smarter you are, the better your chances – but train-
ing is always preferable!
The description of each skill shows what skills or attributes it
defaults to, and at what penalties. If a skill offers multiple defaults,
always choose the best one.
Example: Interrogation defaults to “IQ-5, Intimidation-3, or
Psychology-4.” If you’re not a trained interrogator, you can still get
answers out of a prisoner by outthinking him (IQ-5), frightening him
(Intimidation-3), or playing “mind games” with him (Psychology-4). If
you had IQ 12, Intimidation at 14, and Psychology at 13, your defaults
would be 7, 11, and 9, respectively. Roll against 11, the highest of the
three.