Skills in RQ6 are based on percentiles. A roll equal to or less than the skill is a success, higher is a failure. However, 01-05 is always a success, while 96-00 is always a failure. Furthermore, a roll equal to or less than 1/10th the skill is a critical success, while a roll of 99-00 is a fumble. The implications of critical successes and fumbles depend on the skill being used, the circumstances and the will of the DM. Skills can also be modified to account for the difficulty of the task being performed, with difficulty grades ranging from Very Easy to Herculean. There are two ways these modifiers can be applied, either a straight modifier (the easy way) or a multiplier (the hard way, but scales with skill level).
Opposed rolls are handled by first comparing the relative degree of success. For example, a critical success beats a standard success, regardless of the rolls. For two identical types of success, the higher roll wins. In some cases, both opponents may be successful, in which case the DM must adjudicate the result. For example, a critically successful Stealth check will beat a successful Perception check, but the guard is alerted and may get a bonus to notice anyone else following up.
Combat uses the same game mechanic as other skills, although the results of critical successes are more strictly defined and typically lethal. Each character has a set number of action points based on INT + DEX, with two being the most common number (although three is possible). These action points represent the number of actions the character can perform in a round. Actions include casting spells, attacking, parrying, moving, evading and outmaneuvering. Players have to decide how to allocate their precious action points and may God help the poor soul facing off against a heavily-armed combatant without an action left to attempt an Evade roll.