This page defines how Ninefold builds a chance to pass (toPass), converts that chance to dice, resolves sequential contested rolls, measures outcome margins, and applies critical bands. See Stats for the meaning of each stat and Stat Generation for starting values.
Resolve every uncertain action in this order:
toPass percentage.toPass check.An ordinary check stops after step 3. A contested or combat action normally uses an offensive check followed by a defensive check; these are two separate rolls, not one subtraction or opposed-total roll. The effect is rolled only after the required checks let it through.
The Difficulty Class is the chance to pass.
DC = toPass
toPass = Stat + Skills + Buff Bonus - Debuff Bonus
| Modifier | General range |
|---|---|
| Stat | -25% to +25% |
| Skills | -25% to +25% |
| Buff Bonus | -50% to +50% |
| Debuff Bonus | -50% to +50% |
New Minds generate starting Mentalic Stats from +4% to +24% by rolling 4d6 for each one. Other Stats may still be supplied by an Embodiment or changed by the rules; use the recorded value without clamping it.
Combined range before debuffs: -75% to +75%. Debuffs may modify that by a further -50% to +50%.
d6, 3+ = toPass 50%
d20, 16+ = toPass 40%
dN, X+ = toPass (N - X) / N %
| Exact Probability Threshold | Required Dice Roll Combo(s) (Smallest Die First) |
|---|---|
| 100.00% | Any Die: 1+ |
| 95.00% | 1d20: 2+ |
| 91.67% | 1d12: 2+ |
| 90.00% | 1d10: 2+; 1d20: 3+ |
| 87.50% | 1d8: 2+ |
| 85.00% | 1d20: 4+ |
| 83.33% | 1d6: 2+; 1d12: 3+ |
| 80.00% | 1d10: 3+; 1d20: 5+ |
| 75.00% | 1d4: 2+; 1d8: 3+; 1d12: 4+; 1d20: 6+ |
| 70.00% | 1d10: 4+; 1d20: 7+ |
| 66.67% | 1d6: 3+; 1d12: 5+; 1d20: 8+ |
| 62.50% | 1d8: 4+ |
| 60.00% | 1d10: 5+; 1d20: 9+ |
| 58.33% | 1d12: 6+ |
| 55.00% | 1d20: 10+ |
| 50.00% | 1d4: 3+; 1d6: 4+; 1d8: 5+; 1d10: 6+; 1d12: 7+; 1d20: 11+ |
| 45.00% | 1d20: 12+ |
| 41.67% | 1d12: 8+ |
| 40.00% | 1d10: 7+; 1d20: 13+ |
| 37.50% | 1d8: 6+ |
| 33.33% | 1d6: 5+; 1d12: 9+; 1d20: 14+ |
| 30.00% | 1d10: 8+; 1d20: 15+ |
| 25.00% | 1d4: 4+; 1d8: 7+; 1d12: 10+; 1d20: 16+ |
| 20.00% | 1d10: 9+; 1d20: 17+ |
| 16.67% | 1d6: 6+; 1d12: 11+ |
| 12.50% | 1d8: 8+ |
| 10.00% | 1d10: 10+; 1d20: 19+ |
| 8.33% | 1d12: 12+ |
| 5.00% | 1d20: 20+ |
Ordinary skill checks, attack checks, and defense checks all use the same formula:
toPass = Stat + Skills + Buff Bonus - Debuff Bonus
Choose the relevant Stat and the applicable trained Skill path for the declared action. Add the proficiency bonuses from that one Skill path; unrelated Skill paths do not stack.
| Check | Applicable Skill |
|---|---|
| Ordinary skill check | The Skill used for the declared action |
| Attack check | The relevant weapon or effect Skill |
| Defense check | The relevant armour or evasion Skill |
Equipment, armour, shields, cover, aspects, conditions, resistances, and armour piercing count as Buff Bonuses or Debuff Bonuses when their rules apply.
There is no universal proficiency bonus. Two characters with the same Stat can have different Skill bonuses.
The active Embodiment supplies the relevant physical stat and may improve or impair the check through a relevant bodily feature. For example, poor robotic sensors might impose -2% on Perception checks. The Mind retains its Perception stat and trained proficiency after leaving that body; only the embodiment modifier changes.
Ninefold has no separate saving-throw procedure. Offense and defense are skill checks using the standard toPass formula.
The general effect classes are:
| Effect class | Roll sequence |
|---|---|
| Single hit | One toHit, one toDef, then one toEffect |
| Cluster hits | N independent toHit rolls; each successful attack gets its own toDef, and each failed defense gets its own toEffect |
| Area hits | No attack roll; each exposed target or exposure unit gets its own toDef, and each failed defense gets its own toEffect |
For area hits, N comes from the target's exposed base area. A fully exposed five-foot base is one exposure unit. See Area Effects.
A typed resistance is an additional percentage-point bonus on the defender's roll:
defense toPass = defense stat + defense skill
+ armor + cover + max(applicable resistance bonuses)
+ buffs - debuffs - armor piercing
If an effect has several types, use only the highest matching resistance; never add resistance bonuses together. For example, defending against a fire-and-poison effect with fire +20% and poison +35% adds only +35%.
A missing resistance contributes +0%. A negative resistance is a vulnerability and reduces the defense chance. Immunity is an explicit property stating that the effect does not apply, not a numeric resistance.
When a check uses a fixed percentage difficulty instead of a direct toPass roll:
adjusted result = converted percentile roll + total check bonus
margin = adjusted result - DC
Resolve two independent results from the same roll: compare the adjusted result with the DC for success and effort, then compare the unmodified die result with the critical bands.
| Margin | Outcome and action cost |
|---|---|
+75% or more | Effortless pass — success; reduce the action's tick cost by 1, minimum 1 |
+26% to +74% | Pass — clear success |
0% to +25% | Barely pass — success at the edge |
-1% to -25% | Barely failed — a near miss |
-26% to -74% | Failed — the intended result is not achieved |
-75% or less | Strained attempt — failure; increase the action's tick cost by 1 |
These are percentage-point margins, not multipliers. For roll-under presentation, calculate the same margin as final chance - converted roll; the bands remain identical. Critical status is independent, so a check can be both critical and barely passed, or critical and effortless.
Every check has a default 5% favorable critical band and 5% unfavorable critical band at opposite extremes of the unmodified die.
| Roll convention | Favorable critical | Unfavorable critical |
|---|---|---|
| Roll under | Bottom 5% | Top 5% |
| Roll high | Top 5% | Bottom 5% |
On d100 these are 01-05 and 96-100. On d20 they are the natural extreme faces, with the favorable face determined by the convention.
On a successful action, a favorable critical doubles effect dice. An unfavorable critical halves effect dice if the action still succeeds, rounding down to at least one die. Critical status never changes success into failure or failure into success. An action without effect dice has no default critical dice change.
Critical-focused builds and equipment change a band in percentage points. Critical +5% widens the favorable band from 5% to 10%; incoming critical -5% can narrow it from 5% to 0%. When the selected die cannot express the final percentage, use d100/d20 or an appropriate confirmation roll.