D100 Tests

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

At the heart of Alacrity is a single, elegant mechanic: the D100 Test.

When your character attempts something with a real chance of failure—whether it’s climbing a wall, persuading a guard, or swinging a sword—you roll percentile dice. You’re trying to roll equal to or under your modified skill percentage.

That’s it. One roll. One number. One outcome.


How It Works

  1. Declare the Action
    Describe what your character is doing.

  2. Choose the Relevant Skill
    The GM identifies the applicable skill or attribute.

  3. Apply the Difficulty Modifier
    The GM adjusts the skill score based on circumstances using the Difficulty Ladder.

  4. Roll Percentile Dice
    Roll two ten-sided dice (d10s): one for tens, one for ones. A roll of 00 and 0 is treated as 100—the worst possible outcome.

  5. Compare to the Final Skill Score
    If your roll is equal to or less than the modified skill, you succeed. If it’s higher, you fail.


Other Types of Checks

Attribute Checks (2d10)

For simple tests based on raw ability, roll 2d10 and add the results. If the total is equal to or less than the relevant Attribute, you succeed.

Example: Willpower 14. Roll 2d10. Total: 11 → Success.

Use this for fast resistance tests, instinctive reactions, or untrained attempts when a full skill check isn’t needed.


Contested Rolls

When two characters oppose each other directly—like sneaking past a guard, dueling, or bluffing—both roll skill checks.

Each side calculates their margin of success:

Margin = Skill Score – D100 Roll

  • The higher margin wins.

  • If both succeed, the better success wins.

  • If both fail, the lesser failure wins.

  • On a tie, the defender wins by default (or the GM decides based on context).

Example: You attack with a skill of 60 and roll 40 (margin 20). The target dodges with a skill of 50 and rolls 45 (margin 5). You hit.

Criticals add flavor, but margins still determine the winner.


Critical Results (Optional)

  • D100:

    • 01–03 = Critical Success

    • 98–100 = Critical Failure

  • 2d10:

    • 2 = Critical Success

    • 20 = Critical Failure

These are optional but encouraged for added narrative punch.


When Not to Roll

Skip the roll when:

  • The outcome is obvious

  • There’s no meaningful consequence

  • The story flows better without it

Roll when it matters. Narrate when it doesn’t. That’s the rhythm of Alacrity.

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File Created: 04/30/2025
Last Modified: 04/30/2025

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