Rolls: About the rolls. There shall be a 'Threshold' based on the difficulty of the task, and you must beat the threshold to succeed in the task. I shall roll a 100-sided die to contribute the first points. After that shall be the Attribute score related to that task. Then any bonuses that apply.
There can be demerits based on your own traits or acts, but also occasionally targets shall have their own traits that help them as well. Conducting a battle against a great general obviously means you are facing him, and his traits. An inverse of this is that some tasks allow you to add another's traits to your own score, like when you cooperate with a fellow monster against another group.
Example: You wish to exterminate an adventurer party. You lead your small army of monsters against them. This moves it from personal stats to territory stats. The threshold is 60. Roll (37)+ Martial score (18)+Novice Warrior (+5)=60. Barely managed it.
There can be multiple thresholds, which basically mean that there are different levels of 'success'. In the example, the threshold might have been shown as 60/80. Only achieving the 60 mark means you did succeed in wiping out the adventurers but suffered heavy losses to your force. Getting 80 would have meant your losses were lower as the Party surrendered once it became clear they would lose rather than fight to the last.
There is such a thing as Critical Success though. This means hitting or exceeding 100 in your role. Getting 100 means you succeeded as much as could be expected. In the example, a score of 100 means you managed to ambush the Adventurers, and you suffered barely any losses at all as they were quickly overwhelmed.
Getting a Critical also means you get to reroll for 'further success'. If you fail this roll, it won't cost you anything. However, further successes will be beyond what could normally be expected, like having lucky finds, lowering expected costs, gaining traits, etc. In the example, getting a critical and then rerolling a 64 might mean your troops gained morale or found better loot. A reroll of 94 might mean you captured enough of the party, and they revealed important information about other adventurers in the area. Two critical successes might mean you showed yourself to be very good at leading troops without alerting targets. There is a cap of four Critical Successes in total. By that point, a bandit hunting missions would mean you found them all knocked out drunk, they had a great deal of loot, all their prisoners were unharmed, and the cave they used as a hideout was actually connected to an ancient elven ruin that you could later choose to explore. You really can't get more than that.
Generally, Crits will stack in this way.
- 1st crit (first roll): Completes the mission to the best of mundane means.
- 2nd crit: Gain beneficial information to yourself or territory
- 3rd crit: Locate an unusual object, treasure, or resource.
- 4th crit: Gain a special trait that will help with this particular task in the future.
Rerolls work by a different system, though. All your bonuses no longer work on rerolls. However, any extra score from your last roll will be included. If you originally got a score of 125, you get a 25-point bonus to the reroll. If you had a score of 183, you get an 83-point bonus to a reroll. This reroll scores are a total of (dice roll)+(leftover points from previous score)+(Attribute score).