To make a Test roll 1D20 and add appropriate bonuses to the roll. If the result is equal or greater than the Difficulty Rating 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 the 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 Cursed Effort
Great Effort: When roll on the die comes up as 20 Test succeeds and the character gains an additional benefit.
Cursed Effort : When roll on the die comes up as 1. Test fails and a Curse Stirs. See Curses for details.
Difficulty
Difficulty of Obstacles and Hazards is a static number 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. Higher result wins.
• Great Effort beats normal result
• Cursed Effort always loses
• In case of a tie Test again
When dealing with a static effect created by an adversary, 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 the result increases Degree by one
• Great Effort increases Degree by one
• In Opposed Tests count only the winners Degree
Higher Degree grants greater effect. Common effects include:
• Add +1 die to damage. +1D4 if there is no damage die
• Gain an additional piece of important information
• Gain Advantage / Disadvantage to a following Test
• Remove or gain one Burden
• 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.