How the Game Works

Whenever a crawler tries something risky or interesting, the player makes a Check: roll a d20, add a Stat Mod and (for a Skill) the Skill’s Rank, and compare the total to a Difficulty set by the GM. Meet or beat it and you succeed. The GM never rolls d20s; Mobs and NPCs are represented by Difficulties instead.

The five Stats

StatWhat it covers
Strength (Str)Physical power and brawn
Intelligence (Int)Smarts and knowledge; sets your Mana
Constitution (Con)Toughness and stamina; sets your Health
Dexterity (Dex)Agility and coordination; used to Evade
Charisma (Cha)Presence; persuading, coercing and attracting viewers

Setting the Difficulty

Every Difficulty starts at 10 and gets harder the deeper you go, because the Floor Number is added in:

CheckDifficultyExamples
Unopposed Skill Check10 + (Floor × 2)Climbing, Dumpster-Diving, Endurance
Opposed Check10 + antagonist’s Stat Mod + FloorFighting a Mob, persuading an NPC
Stat Check10 + FloorForcing a stuck door, resisting alcohol

The GM can always set a different Difficulty when that makes more sense.

Advantage and Disadvantage

With Advantage, roll two d20s and keep the higher; with Disadvantage, keep the lower. One of each cancels out, and extra sources don’t stack: you never roll more than one extra die. If you try an Attack or Utility Skill you have no Ranks in, you roll with Disadvantage and add only your Stat Mod.

Degrees of Success and Failure

ResultWhenWhat it means
Critical HitNatural 20The best possible result. Attacks roll double base damage dice.
Amazing SuccessBeat the Difficulty by 10+Extra impact. Attacks add damage equal to the Floor Number.
Standard SuccessMeet or beat by 0–9You succeed. Ties go to the crawler.
Near Miss FailFail by 1–2So close; in combat, allies can Intervene.
Standard FailFail by 3–9A normal Failure; the GM may let you fail forward.
Major FailFail by 10+Failure with a consequence; no retrying that Skill this scene.
Critical FailNatural 1The worst possible outcome.

Party Checks

When the whole party acts together, everyone rolls. If half or more succeed, the party succeeds. An Amazing Success or better can turn one teammate’s failure into a success; a Major Fail or worse can turn one success into a failure.

Source: Rules for Survival, pp. 12–15 and 30–31. Try it with the dice roller.