Mythras : Skill Rolls, Opposed Rolls, and perform a heroic last act, or switch the d100
Passions numbers
Opposed Rolls Skill Mechanics
• Used for win/lose or pass/fail challenges. • Roll 1d100 against skill value—equal or
lower is Success.
• Both roll their skills; the higher Level of
Success wins. • 01-05 = Always Success | 96-00 = Always
Failure.
• If tied, the higher roll within success
range wins. • Critical Success: Roll ≤ 1/10th of skill
value.
• If both fail, the GM may call for a re-roll
or describe fitting failure consequences. • Fumble: Rolling 99 or 00.
• Used in combat (resisting wounds, • Augmentation: Skills can be boosted by
poisons, diseases, magic, or countering another skill or passion (adding 20% of its
combat effects). value if thematically fitting).
Differential Rolls • Retrying a Failed Roll: Allowed on GM
fiat but at higher Difficulty Grade.
• Similar to Opposed Rolls but measures
success difference instead of a winner. Passions
• Both suffer their own results as if rolled in • Definition: Deep commitments
isolation. influencing a character’s choices
• The higher success gains an advantage • Rating: Scored 1-100, like skills.
equal to the difference (if at least a
Standard success). • Augmenting Skills: Adds 20% of value
when relevant.
• Ties have no additional effect.
• Decision Influence: Rolling against
Opposed Skills Over 100% Passion = the strength of response—success
enforces it, failure allows choice.
• If a skill exceeds 100%, reduce all
contesting skills (including their own) by • Conflicting Passions: Require an
the excess amount. Opposed Roll to determine which prevails.
• Resisting Manipulation: Can replace
Luck Points Willpower in opposed rolls against
psychological or magical control.
They can be spent once per action to re-roll
dice, force opponent re-rolls, gain extra Based on Mythras Imperative, Written by Pete Nash and Lawrence Whitaker,
and published by The Design Mechanism, Copyright 2023
Action Points, reduce major wounds, or