Rolls:
In this quest, whenever the outcome of an action isn't guaranteed due to difficulty or possibly luck, a d100 is rolled to determine the result.
When a character comes across a challenge, they'll roll against a number representing the difficulty of that challenge, a DC (Difficulty Check) Rolling higher passes the check and the character succeeds, while rolling lower fails. The higher your roll, the better, as you usually get bonuses based on how far above the DC you roll, most often in increments of ten.
Critical rolls are insane successes, or insane failures. They are naturally rolled (no modifiers) 90-100 and 1-10 respectively.
Getting close to the DC by 10 or less is a Near Failure. You almost got it, but you were just a bit far off. The DC is halved if the task is repeatable.
You also get a bonus depending on a persons Relationship Level with you if they're working with you. Power of friendship, baby!
So the format for rolls goes:
d100+Stat Bonus+Relationship Level*5=Result.
Stats:
Stats represent how good or bad your character is at something. You have five stats which are mostly basic and self explanatory, but I'll give an explanation anyway.
Might: Your physical strength and endurance. Roll for lifting, pushing, pulling, punching, resisting poison and suchlike.
Skill: You speed, hand-eye coordination, flexibility and so on. Roll for aiming, jumping, dodging, sneaking, thieving, etc.
Intellect: Your memory, knowledge and quick thinking. Roll to remember details, put together puzzles, deal with computers and so forth.
Empathy: How well you can understand yourself, understand others and convey those feelings between the two. Roll to lie, praise, comfort, annoy, taunt and get insight into what other people are thinking.
Soul: The power of your soul, the source of your magic and the truest part of yourself. Roll to sense magic, resist magic, resist despair and remain true to yourself.