Ability Checks

When a Crawler tries something whose outcome is uncertain, the System calls for an ability check: roll 1d20, add the relevant ability modifier, and compare the total to a Difficulty Class (DC). Meet or beat the DC and the attempt succeeds.

TaskDC
Easy (step across a slick tide-pool tile)10
Moderate (pick a keycard reader, climb a bull kelp stipe)13
Hard (cross the Underground in the dark without a sound)16
Very hard (out-argue a Bellevue lawyer)20

Dexterity checks cover anything that needs agility, reflexes, balance or quiet: sneaking, tumbling, keeping your footing on a swaying houseboat, slipping out of a grab, throwing Chonks accurately. Strength checks cover lifting, pushing and holding. Constitution checks cover holding your breath and pushing through exhaustion. Intelligence checks cover locks, puzzles and recall. Wisdom checks cover noticing and reading people. Charisma checks cover persuading, bluffing and performing.

Advantage: when circumstances strongly favor the Crawler, roll two d20 and keep the higher (roll_dice faces 20, count 2, drop_lowest 1). Disadvantage: roll two and keep the lower.

Help: a party member who is not acting can help with a check, giving advantage, if they could plausibly help.

View this file on GitHub commit 4018746, edited in the workshop repository only