Testing
When to Test
- Say Yes or Roll the Dice: If failure has no meaningful consequence, don’t test — just say yes.
- Let It Ride: Once a test is made for a particular intent, the result stands. No re-testing the same situation unless circumstances materially change.
Intent and Task
Every test requires:
- Intent — what the character wants to accomplish.
- Task — how they’re doing it (determines which skill/stat is tested).
GM sets the obstacle (Ob) based on the task.
Modifiers
| Modifier | Effect |
|---|---|
| Help | +1D per helping character (must have relevant skill) |
| FoRK | +1D per related skill (max 2 FoRKs) |
| Advantage | +1D (tools, traits, situational) |
| Disadvantage | +1 Ob (wounds, conditions, lack of tools) |
Linked Tests
A sequence of two tests:
- First test succeeds (exceeds Ob): +1D to the second test.
- First test meets Ob exactly: No bonus or penalty to the second test.
- First test fails: +1 Ob to the second test.
Beginner’s Luck
No skill? Roll root stat at double obstacle. Tests count toward opening the skill.
Failure
Failure introduces a complication — the situation worsens or the character succeeds at a cost. Failure never creates a dead end.