Mechanics

Serttena RP is based of a casual modification of "Drakar och Demoner's" RP rules. They are really simple to use and removes a lot of rules you need to know

When to roll?
In Serttena RP the die is of high importance. It solves every situation and tells you how well something did go. Whenever you are going to do something that can have different outcomes depending of how well you do you should roll a die. Use a twenty sided die when rolling.

Example 1: Your character is going to make a jump between two rooftops. It's a pretty long jump there is an impending risk that you might fail. You should Roll a die to see how it goes.

Example 2: Your character is going to open a door to his house. Since there really is nothing that can go wrong here it would be very excessive to roll a die.

How to interpret the die
After you rolled a die you should know how to interpret the result. The higher the number the better you did. A roll showing 1 is a worst case scenario while a roll showing 20 is the best possible outcome.

Fumble and Perfect rolls

There is a special rule when it comes to rolling regarding rolling 1 and rolling 20. A 1 roll is called Fumble. It means that no matter how good you are at what you are doing you are going to fail, often with harsh consequences. A 20 roll is called a perfect roll. It means that no matter how bad you are at something you have done it. You often do it extra good if you roll a 20 with special traits to the outcome. With that said 1's and 20's are absolutes. Nothing can beat a 20 except another 20. No roll can fail versus a 1 roll except another 1 roll.

Roll of oblivion: The roll of oblivion is the rare case when one person roll a 20 and the other roll a 1. The consequences are almost always fatal and will end in disaster for the one rolling a 1.

Rolling versus yourself
When you are doing something without someone working against your roll you are rolling versus yourself. Follow these steps.

Step one: What are you doing? Are you trying to mug a sleeping homeless person or are you robbing the royal chambers? The harder the task the higher roll you need to succeed.

Step two: Are you good at what you are going to do? Are you a skilled admiral with ten years of experience in the fleet when you are going to navigate through the sea or are you a simple farmer who never been on a boat? The better you are at the task at hand the bigger chance you succeed.

Step three: Under what conditions are you doing it? Is the weather good? How are your mental and/or physical state? Are you in a good position to do what you are going to do? Worse conditions means you need a higher roll to succeed.

Step four: How good is your stat that is coupled with you action? If you are lifting a log you'll have a bigger chance to succeed if you have a high strength stat.

Step five: Roll the die. The higher the better!

These are the values the GM will take in account when you are rolling against yourself

Rolling versus someone else
When you are doing something that someone else is rolling against there is some other rules that also applies.

Step one: Same as above but compare the actions. If you are doing something that's harder than your opponents action you'll need a better roll than him.

Step two: Same as above but compare again. Who is better at what you are doing. Are you a skilled swordsman fighting a peasant in a fencing game you are going to have a bigger chance than he is.

Step three: Same as above and as usual, compare. Who has the biggest advantage?

Step four: Same as above. GM choose if this step is applicable or not. If it is, the one with the biggest stat have the advantage.

Step five: Same as above. Highest roll have the advantage.

Synchronized rolls
If you and a teammate are trying to perform an action together you can attempt a Synchronized roll. These are usually more potent than normal rolls, but can also fail horribly.

Step one to four: The same steps as rolling against yourself

Step five: This time it's not the highest roll that counts. The two or more of you need to roll as close to each other as possible. Everyone rolling the same number counts as a perfect roll. If someone rolls a 1 it's fumble, but not if everyone rolls a 1 in which the case is a perfect roll. If everyone rolls a 20 it's a Roll of fate and there is no limits to your success. Count the difference between all your rolls. The higher the worse the result is.