Stat Checks¶
StatCheck & StatCheckRollUnder¶
"StatCheck"
Rolls a d20
with the specified player stat, against the given number. If the roll is
higher than the given opposed check number, it jumps to the given scene.
If it fails, it will go to the scene specified after "Fail"
. Note you
can also check for "Temptation"
, as a specialized stat check based on
Willpower, Allure, and Intelligence. See Stats.
"StatCheck", "Power", "15",
"Pass Scene", "Fail", "Failed Scene"
"StatCheckRollUnder"
functions the same as StatCheck
, but instead
jumps to the given scene on "Fail"
upon the player rolling higher than
the opposed check amount, and passes if it's lower. It will inform the
player in bold that it is a roll under variant. There is no surpassing
'failure' for this variant, and the Surrender status effect has no
influence.
"StatCheckRollUnder", "Technique", "15",
"Pass Scene", "Fail", "Failed Scene"
D20 + Stat*0.15 + LuckDie + Defend - 2
Using Defend gives a bonus depending on how many times the player used
it in a row: +5
the first time, +3
the second time, and +1
the
third and subsequent times. It's recovered for every turn gone without
using Defend. LuckDie
is a die roll with a floor minimum of +1
to a
ceiling of their Luck times 0.1
.
Note: The combined values of Willpower, Allure, and Intelligence in the below formula has a combined ceiling cap of 15.
D20 + Willpower*0.1 + Allure*0.1 + Intelligence*0.1 + LuckDie + Defend - 2
Using Defend gives a bonus depending on how many times the player used
it in a row: +5
the first time, +3
the second time, and +1
the
third and subsequent times. It's recovered for every turn gone without
using Defend. LuckDie
is a die roll with a floor minimum of +1
to a
ceiling of their Luck times 0.1
.
Players can surpass failure at the cost of their energy based on the
following formula. It will always cost a minimum of 10 energy. Note that
statToCheck
is the player stat times 0.15
, or for Temptation checks,
Willpower, Allure, and Intelligence times 0.1
.
(opposedCheck / 5)*20 - (statToCheck*0.75)*5 - 10
For reference, here is how Threshold has benchmarked the mathematics of stat checks and their intended difficulty. Note lower level players will fare worse, and higher-level players will gradually fare better. See what numbers the base game uses for the stat checks relative to the monster's level for reference.
- Very easy = 5
- Easy = 10
- Medium = 15
- Hard = 20
- Very hard = 25
- Nearly impossible = 30
ChangeStatCheckDifficulty¶
A sub-function that can be used before the check to alter the stat check's difficulty. Each entry of the sub-function is checked for, regardless of any previous entries found to be true or false. The last given value in each instance of the sub-function is the stat check modifier and can be a negative number to subtract instead.
"StatCheck",
"ChangeStatCheckDifficulty", "IfEncounterSizeGreaterOrEqualTo", "2", "5",
"ChangeStatCheckDifficulty", "IfPlayerHasStatusEffect", "Charm", "10",
"Technique", "10", "PassScene",
"Fail", "FailScene"
The following sub-sub-functions can be checked for:
IfPlayerHasStatusEffect¶
"ChangeStatCheckDifficulty", "IfPlayerHasStatusEffect", "Charm", "10"
IfPlayerHasStatusEffectWithPotencyEqualOrGreater¶
"ChangeStatCheckDifficulty", "IfPlayerHasStatusEffectWithPotencyEqualOrGreater", "Aphrodisiac", "50", "5"
IfHasPerk¶
"ChangeStatCheckDifficulty", "IfHasPerk", "Swift", "-10"
IfHasFetish¶
"ChangeStatCheckDifficulty", "IfHasFetish", "Ass", "8"
IfFetishLevelEqualOrGreater¶
"ChangeStatCheckDifficulty", "IfFetishLevelEqualOrGreater", "Ass", "65", "9"
IfVirilityEqualsOrGreater¶
"ChangeStatCheckDifficulty", "IfVirilityEqualOrGreater", "65", "9"
IfMonsterLevelGreaterThan¶
"ChangeStatCheckDifficulty", "IfMonsterLevelGreaterThan", "50", "5",
IfEncounterSizeGreaterOrEqualTo & IfEncounterSizeLessOrEqualTo¶
"ChangeStatCheckDifficulty", "IfEncounterSizeGreaterOrEqualTo", "5", "10",
"ChangeStatCheckDifficulty", "IfEncounterSizeLessOrEqualTo", "3", "-5"
IfProgressEqualsOrGreater & GetAnEventsProgressThenIfEqualsOrGreater¶
"ChangeStatCheckDifficulty", "IfProgressEqualsOrGreater", "15", "-8",
"ChangeStatCheckDifficulty", "GetAnEventsProgressThenIfEqualsOrGreater", "An Event", "40", "-20"
IfChoice & GetEventAndIfChoice¶
"ChangeStatCheckDifficulty", "IfChoice", "1", "A Choice", "-100",
"ChangeStatCheckDifficulty", "GetEventAndIfChoice", "An Event", "2", "A Differnt Choice", "100"
ChangeNextStatCheckDifficulty¶
For edge cases where it doesn't work as a sub-function to
"StatCheck"
. Alters the next stat check across any scene or event. Can
stack, and also lower the difficulty. Does not persist after a stat
check is called. Displays no dialogue for the change. Use in tandem with
check functions such as Player Checks or
Monster Checks to indirectly provide it
with conditions depending on the resulting scene.
"ChangeNextStatCheckDifficulty", "5"
ResetStatCheckDifficultyModifer¶
"ResetStatCheckDifficultyModifer"
resets the modifier to 0. Useful
when there's still a way to avoid a stat check after calling a
modifier.