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:

  1. Intent — what the character wants to accomplish.
  2. 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.