A GM can ask for a SKILL CHECK whenever a PC tries something difficult. For example, if a player says their PC will jump across a creek, the GM should check the distance. If it's a long jump or the rushing water could hurt the PC, the GM should ask for a SKILL CHECK. The GM chooses a SKILL for the roll. In this example, an appropriate SKILL would be ATHLETICS. Then the GM chooses a difficulty number between 3 and 13. If the difficulty seems moderate, the GM will choose 9. The player should roll a d12 and add their LEVEL to the number rolled. If the total is 9 or higher, then the PC makes the jump.
If the number rolled is a CRIT (a 12 before adding their LEVEL), the GM describes the best possible outcome. For example, the PC makes their jump, does an impressive flip, and lands in a patch of beautiful flowers. The GM could also let the player describe their action after a CRIT roll.
The GM rolls their dice behind a divider. Other players roll their dice in plain sight. The GM can ask players to roll, even when there is no threat, to create suspense. Sometimes, the GM can fudge (lie about) rolls to prevent a character’s DEATH. Overusing these tactics could lead to a GM losing a player's trust.
Below is a list of difficulty numbers for SKILL CHECKS.
SLIGHT : 5
MODERATE : 9
EXTREME : 13