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The attempt — a generalized rule that covers most anything a character may try to do whose outcome is in doubt.

The attempt is defined by a description, detailing the problem facing the character, and the faculty he/she will bring to bear (the score). An SD roll must be less that or equal to the score to result in success.

Example: Attempt to turn off the self-destruct: CD

In this example, a destruct system is near enough detonation that an average person has only a 50% chance of hitting the cancel switch in time. “SD” means that the player will roll against Speed. If he/she rolls at or below SD, the attempt was successful and the system was turned off. If the roll is greater than SD, the attempt is a failure.

In some cases, more than 1 attribute may be helpful in an attempt…

Example: Attempt to guess the outcome of a mystery novel: HO or AN

There are 2 ways to succeed in this attempt. You can try to figure it out or just take a guess and leave the thinking to your subconscious. The score section could have been written as Hi(HO, AN) since you will be using the higher of the 2 scores.

Example: Attempt to win a bodybuilding contest: Av(ST, Ch)

It is not enough to be well-built or attractive. You need both. In this case, use the average of the 2 scores. In other cases, you may want to use the lower of the 2 scores.


A skill may help in an attempt. If so, the skill will be listed instead of an attribute and will be called the score.

Example: Attempt to win applause by singing: Art /music /voice

A skill will be useful as far as it is applicable. Art /music /guitar would not be fully applicable.

Example: Attempt to avoid normal traffic hazard: Vehicle (as applicable)

The attempt has been written to a generic situation so you couldn’t complete the skills cascade. When the attempt comes into play the character will be able to use skill specifications that apply like Vehicle /ground /wheeled if they were driving a car.


Most of the time, you will want to define attempts with different odds. This is the purpose of the difficulty modifier found after the score.

An unmodified attempt is one at which an average person will be successful 50% of the time and anyone will have a success chance equal to the decimal equivalent of their relevant SD score (i.e. SD 110 = .8413 = 84.13% success chance). When there is a modifier, it is subtracted from the character’s score before rolling.

Example: Attempt to climb rock face: Athletic /climbing, -10

Anyone may attempt to climb this rock face, but it’s more difficult than average so you’ll need a score of 110 to have a 50% chance of success. A character with a score of 115 subtracts 10, leaving a score of 105. Rolling 106, he/she falls screaming down the rock face.

A skill followed by “(A)” is an arbitrary one, meaning it involves knowledge that cannot be “figured out” and must be memorized. Characters who do not possess this arbitrary skill are subject to additional negative modifier when attempting to do things involving that skill.

Example: Attempt to authenticate a painting: Connoisseur /art /painting, US -9

In this example, a person with the listed skill gets to apply it normally whereas a character without must take a further modifier of -9 (US stands for unskilled).

Types of Attempts

Types of attempts could be Single, Multiple, Safe, Dangerous, Fatal or Hidden.

Attempt to disarm nuclear warhead: Military /demolition /nuclear, /Tech /electrical /electronic, US -9, single, fatal

Attempt to stop corrosive fluid leak: Tech /hydraulic, US -6, dangerous

Attempt to set a successful snare: Exploit /hunting /trapping, -12, hidden.

Special Outcomes

Graduated success or failure are sometimes necessary for not all attempts result in a simple yes or no verdict. General rule here — lower rolls are better than higher.

Player Options

A player may choose how they approach the attempt — Careful, Hurried, Cooperative or Competitive.

Combat and Damage

Combat is resolved through the use of attempts, damage outcomes and the hit location table.

Attempt to fight at close quarters; Combat (as appropriate), -10 per hampering factor, cooperative, competitive, 10 sec.


The attempt is also used in Healing, Non-combat Damage, Fatigue, Insanity, Therapy, Medication, Drug Abuse and R&R.

For the complete Attempt rules, see the full EVERYVERSE RPG™ manual.


Game On,


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