DraftThese rules are a draft from the Roll Combat Core Rules System Player’s Guide. Numbers and wording can change before release.

Checks, Thresholds and Chance

How a Trait Check works, how hard things are, what failure costs and how Chance turns a failure around.

A Trait Check is how you find out whether a Persona pulls something off. Roll 2d12, add the Trait’s MOD, and compare the total to the Threshold the GM sets. Equal or higher succeeds.

A Persona who is Adept in the Trait also adds EXP and rolls with Prowess. Prowess adds a die and drops the lowest. Stagger adds a die and drops the highest. The two cancel one for one, and each can stack up to a level-based cap.

Thresholds

Check Thresholds
DifficultyThreshold
Novice5
Easy10
Standard15
Challenging20
Tough25
Expert30

Failure and Chance

When a check fails, how far under the Threshold it landed decides the degree of failure. A Persona can spend Chance to turn the failure into a success, which costs more the worse the failure, and the GM adds a Complication. Covering for someone else costs 2 Chance, and you must be Adept in the Trait.

Degrees of failure and their Chance cost
DegreePoints under the ThresholdChance cost
Low1 to 41
Moderate5 to 102
Critical11 or more3

A Light Rest gives back 1 Chance. A Full Rest gives back all of it.

Healing dice

Healing dice by level
LevelsHealing dice
1 to 32d6
4 to 63d6
7 to 94d6
10 to 125d6
13 to 156d6

By level

What grows as a Persona levels up. EXP is added to checks the Persona is Adept in. Chance charges equal EXP.

Persona numbers by level
LevelEXPStaminaChanceProwess / Stagger capHealing diceHeal Threshold
113112d611
214112d612
315112d612
426213d614
527213d614
638313d616
739314d616
8410424d618
9411424d618
10512525d620
11513525d620
12614635d622
13615636d622
14716736d624
15717736d624
16818846d626
17819846d626
18920946d628
19921946d628
2010221056d630