TEXT: Difficulty Table 
  The attempted
   action is: 
  Difficulty Adjustment 
  Add to your ability before rolling 
  Easy 
  +5 
  Routine 
  +4 
  Tricky 
  +3 
  Hard 
  +2 
  Daring 
  +1 
  Reckless 
  +0 
  Foolhardy 
  -1 
  Desperate 
  -2 
  Wound Table 
  Code Severity 
  Special Effect 
  L 
  Light 
  A mere scratch or bruise. 
  M 
  Medium 
  A deep cut or contusion.  
  H 
  Heavy 
  Suffer 1dp on your next turn. 
  S 
  Severe 
  Lose your next turn while you 
  recover. 
  C 
  Critical 
  Lose your next turn and suffer 1dp 
  on all actions until you are healed. 
  D 
  Deadly 
  You are knocked unconscious. 
  Action Results Table (ART) 
   
   
   
   
   
   
  Suspect 
  Detective Damage 
  Roll 
  Result 
   
  Description 
  Assist 
  Impede Damage 
  H 
  S 
  C 
  D 
  0 
  Catastrophic 
  CT Complete disaster Catastrophic! No effect 
  -- 
  H 
  S 
  C 
  D 
  1 
  Pathetic 
  PT 
  Blunder 
  3dp 
  No effect 
  -- 
  M 
  H 
  S 
  C 
  2 
  Feeble 
  FB 
  Mistake 
  2dp 
  No effect 
  -- 
  M 
  M 
  H 
  S 
  3 
  Poor 
  PR 
  Setback 
  1dp 
  No effect 
  -- 
  L 
  L 
  M 
  M 
  4 
  Mixed 
  MX 
  Stymied 
  No effect 
  No effect 
  L 
  L 
  L 
  L 
  L 
  5 
  Passable 
  PS 
  Complication 
  +½  
  1dp 
  L 
  -- 
  -- 
  -- 
  -- 
  6 
  Good 
  GD 
  Incomplete 
  +1 
  2dp 
  M 
  -- 
  -- 
  -- 
  -- 
  7 
  Great 
  GT 
  Solid success 
  +1½  
  3dp 
  H 
  -- 
  -- 
  -- 
  -- 
  8 
  Super 
  SP 
  Quick work 
  +2 
  4dp 
  S 
  -- 
  -- 
  -- 
  -- 
  9 
  Awesome 
  AW 
  Bonus 
  +2½  
  5dp 
  C 
  -- 
  -- 
  -- 
  -- 
  10 
  Inspired 
  IN 
  Advancement 
  +2½ 
  5d6 
  C 
  -- 
  -- 
  -- 
  -- 
  11+ 
  Perfect 
  PF 
  Player’s call 
  Perfect!  
  6dp 
  D 
  -- 
  -- 
  -- 
  -- 
  Outcome of Ability Roll 
  Catastrophic: Complete disaster. The worst thing possible happens. Your screw up causes significant problems, 
  possibly even physical harm. Things are much worse than when you started. 
  Pathetic: Blunder. You failed completely, and looked foolish in the process. Your best efforts accomplished nothing 
  and things are worse than when you started. 
  Feeble: Mistake. You made a terrible mistake. You only did a small fraction of what you intended and much of what 
  you accomplished has been done wrong. 
  Poor: Setback. You failed more than you succeeded, and most of what you tried to do is left unfinished. 
  Mixed: Stymied. Your current tactics have brought you to the edge of success, but something is preventing you from 
  fully realizing your intentions. There is failure mixed with your success. The narrator might break it to you this way, 
  “I’ve got some good news and some bad news…” 
  Passable: Complication. With considerable difficulty, you finish most of what you wanted, but there is much left that 
  you simply cannot do. Your workmanship is shoddy and will not last long. There may be a complication that will have 
  to be resolved. 
  Good: Incomplete. Your work is good, but you cannot do everything you intended. There is some small part left 
  undone that leaves a feeling of incompleteness. 
  Great: Solid success. With an effort, you barely accomplish everything you intended. Nothing fancy, just solid 
  success. 
  Super: Quick work. You succeed completely, efficiently and looked good doing it. 
  Awesome: Bonus. The results exceed all reasonable expectations. Not only did you accomplish everything you 
  wanted, you gained an unexpected benefit in the process. 
  Inspired: Advancement. This is the same as an Awesome result, but you also get to increase your ability by half a 
  point. 
  Perfect: Player’s call. Since this is the best possible outcome, the player who made the roll gets to narrate the 
  results. The narrator may add additional details. Some players don’t enjoy interpreting their rolls, so they are free to 
  ask the narrator to do it for them. 
   
  
SOURCE: textdata/thevault/Crimes People Play/Crimes People Play Reference Sheet.pdf