To make a Test roll 1D20 and add bonuses to the roll. If the result is equal or greater than Difficulty the Test succeeds.
There are three types of Tests.
Prowess Test: Prowess tests jumping, fighting, tracking and action in general. Adventurer describes the action and Bearer chooses Prowess to add as a bonus to the Test.
Defense Test: Defense tests reflexes, resilience willpower and endurance. When character is directly threatened Bearer chooses Defense to add as a bonus to the Test.
Burden Test: Burden Tests are made to test characters ability to resist significant setbacks; Curses, panic or starvation. Bearer chooses the Defense to add as a bonus to the Test.
• Difficulty of Burden Tests is increased by characters current Burden
Bonuses
When character makes a Test they can gain bonuses from the following.
Prowess or Defense, Mastery, Exhaust, Help and one tool or supply.
Great and Doomed Effort
Great Effort: When roll on the die comes up as 20 Test succeeds and the character gains an additional benefit.
Doomed Effort : When roll on the die comes up as 1 Test fails and there is an additional Setback.
Difficulty
Difficulty is a static numeric value that has to be met or exceeded for a Test to succeed. 10 is the base Difficulty.
| Difficulty ratings | |
|---|---|
| 10 | Uncertain. Base difficulty |
| 15 | Difficult |
| 20 | Famed. At the limit of most mortals |
| 25 | Heroic. Beyond the ability of most mortals |
| 30+ | Legendary. Demands great ability and effort |
Opposed Tests
To resolve actions between active adversaries both parties make a Test. Difficulty is the opponents Test result. Higher result wins.
• Great Effort beats normal result
• Doomed Effort always loses
• Effects from both Great and Doomed Effort stack
• In case of a tie Test again
When dealing with a static effect created by an adversary, such as a hiding place, trap or poison, Difficulty is their passive Prowess.
Degree
Degree represents quality of success and severity of failure when making a Test.
Meeting the Difficulty is a normal success. Roll your damage die, overcome an obstacle or gain an answer.
Reaching a higher Test result increases the Degree.
• Every 10 points of difference between Difficulty and result increases Degree by one
• Great and Doomed Effort increase Degree by an additional one
• In Opposed Tests count only the winners Degree
Higher Degree grants greater effect. Common effects include:
• Add +1 die to damage
• Gain an additional piece of important information
• Gain Advantage / Disadvantage to a following Test
• Heal an additional Wound
When Test fails Degree is reversed and severity of setback increases. Traps and adversaries deal additional damage or character gains a Disadvantage to a following Test.
For example making a Test with result of 5 against Difficulty 15 increases Degree of failure by one. In case of damage this unlucky character would suffer an additional die of damage.