[toc list: ol; title: Table of Contents; minlevel: 2; maxlevel: 4; attachments: 1;]
All tests are made against 2 characteristics.
- Simple tests require only 1 stat. When making a simple test, just double the stat.
- Advanced tests use two different numbers: add both stats and make the test against the combined number. For example, dodging is a combined agility plus reaction test.
Advanced tests have a skill that can be trained for particular scenarios, whereas basic tests cannot be directly trained in. Generally the GM should prefer to ask for advanced tests whenever a test is needed.
The Target Number
All tests have a target number. To succeed, a player must roll under the target number on 5 ten-sided dice. Modifiers will alter this target number: bonuses will make the target number higher and increase the chances of success; and penalties will lower this number and increase the chance of failure.
All tests are done using 5 ten-sided dice, or henceforth 5d10. The 0 face on a d10 counts as 10.
When making a test, there is a very slim chance that it will success or fail spectacularly. A roll on 5d10 of a 5, 6 or 7 is always an epic success, and a roll of 49 or 50 is always an epic failure. Epic successes / failures mean that something very good / very bad happens as a result of it. Precisely what happens is up to the GM to decide: It should be epic, but it shouldn't be over-the-top.
When to Roll Tests
To avoid unnecessary dice rolls, the GM should only require a test if something important is happening. A test is not required for every interaction with an NPC - only when a character wishes to explicitly evoke a skill, change the NPC's perception, etc. For example, you would need tests for the following:
- A character's health, wealth, friends, or even their reputation, are at risk. This can include all manner of things such as combat, chases, spying, stealing, and similar activities.
- A character stands to gain something important, such as allies, information, abilities, social standing, or wealth.
You shouldn't need to roll for unimportant things, such as:
- Trivial tasks that have no huge amount of danger to them, such as: riding your horse, crossing a street, feeding the dog, etc.
- Daily work at a mundane everyday job, such as farming and whatnot. It can be assumed that the ups and downs of the day-to-day tasks are 'ironed out' over the course of a timeframe, whereby you would roll for your monthly/yearly/etc. performance.
- Something like reading bad handwriting would not require a decipher test, but it may take a little longer than normal.
Sometimes, the GM may wish to test in secret, hiding behind a GM screen or somesuch. The cases where the GM will want to do this are:
- When the character shouldn't be certain if they've succeeded or not. This is especially true for interrogations or misinformation of any sort. If the character fails that drastically, then the GM can very well lie about the result to the players and feed them further false information.
- If announcing a test would spoil a surprise or give the game away. For example, asking for everyone to do a random perception test might just give away that they should be looking for something.
Types of Test
All of the tests below are completely non exhaustive. It does give a general idea of the sorts of things that characters can do and what they need to test to do it. This list does show all of the skills that a character may use at the very least. The GM should feel free to compose their own advanced tests if the situation warrants it.
Being a cinematic showoff
|Pse + Tgh||Doing backflips|
Falling a distance gracefully
Evaluating an object
|Int + Per||Working out if you've been swindled|
Figuring out something's value and function
Being aware of things happening around you*
|Per + Rea||The physical act of looking around|
Balancing yourself on something precarious
|Str + Pse||Wading through a river|
Balancing on a wall
Casting spells and spell-like abilities
|Ptc + Per||Flinging a fireball at the enemy|
Doing other funky magic stuff
Getting people to do what you wish, politely.
|Wil + Cam||Getting someone to do you a favour|
Trying to get into bed with someone
Scramble up things that aren't designed for climbing.
|Str + Pse||Climbing a rock-face|
Shimmying up a drain pipe
Telling someone what to do directly.
|Wil + Ldr||Giving an order to an unfamiliar soldier|
Telling a rude customer to begone
Working out what something reads
|Int + Per||Trying to get the gist of a book in a foreign language|
Trying to break a code
|Int + Wil||Withstanding seduction|
Holding up under stress
Hiding something in plain sight
|Per + Int||Disguising yourself as a noble|
Hiding your stuff under camouflage
Escaping from bonds
|Agi + Str||Getting out of a pair of cuffs|
Evaluating a person
|Per + Cam||Recognising someone through a disguise or crowd|
Guessing at someone's motives
First Aid (Self)
|Int + Tgh||Bandaging yourself up after getting attacked|
First Aid (Others)
|Int + Per||Bandaging someone else up after getting attacked|
Concealing something out of sight (or yourself)
|Per + Agi|
Hiding from law enforcement
Asking around for information
|Cam + Per||Asking people for information about something|
Bullying people to get what you wish from them
|Str + Ldr||Force someone into backing down|
Bullying someone into relinquishing something
Linking evidence together
|Wil + Int||Finding clues over a long period|
Attempting to pull the wool over others' eyes
|Cam + Ldr||Bluffing in a poker game|
Lying your way past guards
Working out where you are and are going
|Per + Int||Reading a strange map|
Making your way out of a foreign location
Not running away
|Ldr + Wil||Withstanding intimidation|
Keeping nerve whilst under fire
|Physical Training: Short|
Short and intense physical activity
|Str + Agi|
Sprinting or pumping weights
|Physical Training: Long|
Long and arduous physical activity
|Tgh + Agi|
Running a marathon
|Physical Training: Power|
Lifting and pushing things
|Str + Tgh||Picking something up that is quite heavy|
Kicking a door down
Getting down and concentrating on a search*
|Per + Int|
Searching for clues over a short period
Processing intoxicating substances
|Tgh + Wil||Trying to remain sober whilst chugging whiskey|
Attempting to operate in tear gas
Moving without being heard and/or seen
|Agi + Int||Sneaking about and trying not to get heard|
Sneaking about in plain sight, not looking obvious
|Combat Related Tests||Stats||Examples|
How proactive you are in combat
|Agi + Int||Deciding upon the number of actions in combat|
Being fast on your feet
|Rea + Per||Seeing who is quickest in combat.|
|Rea + Per||Dodging a falling object|
Avoiding an incoming sword
Resisting the effects of magic
|Ptc + Wil||Resisting mind control|
|Int + Wil||Regenerating your mana supply|
Not falling unconscious
|Tgh + Wil||Getting hit by an overwhelming amount of damage|
Trying to hit things with ranged weaponry or spells
|Pse + Per||Shooting the bad guys|
Trying to hit things with swords, fists and whatnot
|Agi + Per||Stabbing the bad guys in engagement|
The Difference Between Awareness and Search
* Compare an Awareness test to a Search test. The difference is subtle but extremely important. Awareness alone is just looking in a direction or at an object. A search test is searching for something specific. A GM might roll for an awareness test for you if you're in the vicinity of something hidden, or ask for awareness every time characters enter a new room or travel reasonable distances. Whereas, a search test would be called for if you were actively searching for a hidden item or person.
Intimidate tests will always make the recipient of said intimidation less than happy with the character doing it. It may cow them into submission at that moment (or equally, it may not); but the that character will from then forth have ill feeling towards the intimidator. Unless the intimidator makes it up with them later, of course.
The GM should apply a difficulty level to all stat tests. Obviously, some tasks are much easier than others. For example: lifting a heavy, but generally manageable weight like a few heavy tomes is much easier than trying to lift a cart off someone.
These are of course guidelines - the GM can well pick any difficulty between +12 to -12 in any given situation should the need warrant it.
If a task is easier than +12, it may as well be an automatic pass. If it is harder than -12, it might as well be impossible. Players can still roll for an epic success if they like (and as such are subject to possibly suffering an epic failure too).
GM Tip - Keeping the modifiers to even numbers tends to make the maths easier.
It is quite possible for a character to combine actions together, such as shooting and jumping, or opening a door whilst casting a fireball. If a character is combining an action which requires some kind of test, his chances of success are halved if they try it whilst performing another action. If both actions need a test, then both are halved.
For example: a character wishes to shoot whilst climbing, and would normally roll 26 to climb and 30 to shoot. If they wished to do both at the same time, they would roll against 13 on their climbing test, and against 15 on their shooting test.
A character can often perform some other type of action whilst moving, such as firing a weapon, loading a weapon, unsheathing a sword, and so forth. If they are walking or jogging, then rather than being halved, the chances of performing the combined action are reduced by 1 for every 2 yards already moved this turn. Sprinting incurs a normal penalty, as detailed above.
There will often be scenarios where a character will have to pit themselves against another in some arena. Combat is an obvious example, but less violent things such as convincing someone to knock 5 shillings off the price of a room for the night is a perfect example.
In this example, the patron would either charm (representing haggling), whilst the innkeeper would test on discipline. The 'defender' takes their test first, in this case the innkeeper's discipline test, and the amount that that test is passed or failed by is applied as a modifier to the patron's test.
Assuming that the innkeeper needs to roll under 24, rolls a 22 thus and passes his test by 2, this would reduce the target number of the patron's test by 2. If the patron would normally need to roll 30 for charm, she would instead be rolling under 28.
If the innkeeper rolled a 30, and thus fails his test by 6, then this would increase the patron's target number by 6 to 36. Of course now the patron has a much greater chance of success.
If it is a draw, then it's up to the GM: they might ask to roll again, or arbitrarily decide on an outcome based on the context and circumstances.
Opposed tests and the GM
It's very important that the GM is sensible and fair with these tests. If one of the characters is at a disadvantage, then they could well have a penalty applied to their roll.
In the previous example, the GM could well state that as 5 shillings is quite a lot the innkeeper is entitled to a bonus of +4 to his roll. If the players were trying to blag their way past a suspicious guard to a secure barracks, then an even harsher penalty is likely to be appropriate.
As a rule of thumb, if in a non-combat situation, the GM could well give an extra boon if the test was passed by a large margin. Also, if both parties passed their tests, the losing party should still be in a more positive frame of mind about it.
Assisting with tests
Any character, or the collective roll from a group, may assist any other character with a test. They must have the skill involved if it needs training to be used. Each assisting character rolls their test, and for each point passed by is taken away from the difficulty of the test for the primary character, up to a bonus of +6. Only 1 roll should be added to the relevant test. Only a maximum of 2 people can help with any given test. If more than two people are assisting, then take the best target number from the group.
Larger numbers than this should be considered 'groups', and will take the best target number available to the characters in the group, along with any appropriate modifiers or penalties for the group's size as decided by the GM.
E.g. A watchman wishes to search an area, so enlists the help of his colleague. The colleague passes his search test by 4, and so adds 4 to the number that the watchman needs to roll under.