The following terms are key to understanding how Checks work:
<DEX + MIG> +2 Check, for instance, the
modifier is “+2”. If the modifier is added, it is a bonus; if it is
subtracted, it is a penalty.
When both dice rolled during a Check show the same number, and that number is 6 or higher, the Result is a critical success. Another way to put this is that you will score a critical success on a double 6, double 7, double 8, double 9, double 10, double 11, or double 12. If you roll a critical success, your Check is automatically successful and you get to apply the effects of an opportunity (see next page).
When both dice rolled during a Check show a 1, the Result is a fumble, which is the exact opposite of a critical success: no matter the modifiers, a fumbled Check is always a failure — not due to the character’s incompetence, but because of some unfortunate twist. When you roll a fumble, whoever controls your opposition in this scene gets an opportunity (see next page).
When a Player Character rolls a fumble, they immediately earn 1 Fabula Point (see page 96).