The rules in this section are for more experienced players and GMs and are designed to add a bit more reality to the game. These rules are optional and need not be used by the GM to enjoy the game. The GM should advise the players which rules are going to apply before a gaming session.
Skill Mastery over Luck: When a player reaches experience level 15 (normally the highest a mortal can obtain) or skill level 7+, Bad Breaks (rolls of 95-99) no longer work the same way. A character who rolls 95-98 on a skill roll no longer automatically fails the skill and it is no longer considered a Bad Break. No extra misfortune applies to them. A natural 99 is now treated as a normal Bad Break instead of a critical Bad Break. This rule is devised for players who are so proficient in a skill that they can negate the effects of bad luck.
For example, Sandtiger is a 10th level swordmaster with level 8 Sword skill. He is among the top 5 swordmasters in the world. However, he would probably not fumble his sword 5% of the time (rolls of 95-99). Therefore, because he has at least level 7 Sword skill, he will only fumble 1% of the time (a roll of 99). However, if he was using his enchanted long sword Singlestroke which has the power of Steel Grip, he wouldn't even drop his sword (although his turn would end because it is still a Bad Break). Remember, this only applies to skills level 7+. Sandtiger would not get this same bonus when attempting a Throwing roll because his Throwing skill is only level 3.
The case where all skills receive this bonus is when a character reaches experience level 15. By this time, the character has been around long enough to know how to offset the effects of bad luck and gets this bonus to all skill rolls.
For example, the maia Goldberry is level 15. Even though some of her skills are below level 7, all would receive this bonus.