Test Types

Test Types

There are five types of Tests used to adjudicate the outcome of an action: Basic, Complex, Opposed, Conflict, and Attack.

Basic and Complex tests are solo tasks performed by an Actor who initiates the action. Opposed, Conflict, and Attack tests always involve two participants. There is the Attacker who initiates the action and the Defender who opposes that action. The following section is a description of each of the test types and how they are resolved.

Basic Test

The Basic Test is the simplest test. If the roll on the d20 is equal to or less than the TN, you succeed on the test, otherwise, if you rolled higher than the TN, you failed on the test. There are generally only two outcomes to a basic test: Success or Failure. However, a special outcome (Complication, Critical Success, or Critical Failure) may still apply as determined by the GM.

Basic Test: Roll a d20 and compare the result to the Target Number.

 Failure : d20 roll    >

Success – d20 roll    

Example: You learn that the man your PC has been searching for is from a distant culture. You ask the GM if your character knows anything about that person’s culture that would help you find them. The GM asks you to roll a Lore (Culture) Basic Test. If you succeed, the GM will give you additional information about that culture.

Example: Your PC is trying to lie his way past a guard to enter the town.  The GM asks you to roll a Deceive Basic Test. If you succeed, the guard will believe your lie, otherwise, the guard might suspect you are up to something.

Complex Test

A Complex Test has more than two outcomes. Instead of a simple Success or Failure, there are multiple degrees of success, creating a continuum of possibilities. The potential outcome can scale based on the TN and by rolling high on the d20. Just like the Basic Test, you will succeed on the test if your d20 roll is equal to or less than the TN.  If you rolled higher than the TN, you failed the test.

Complex Test: Roll a d20 and compare the result to the Target Number.

 Failure : d20 roll    >

Success – d20 roll    ≤

If you succeeded on the test, you then look at the number on the die. If the number on the d20 is equal to or greater than 15, you achieved the best possible outcome, a Great Success.  If the number on the d20 is equal to or greater than 10, you achieved a Strong Success.  If the number on the d20 is equal to or greater than 5, you achieved a regular Success. Otherwise, you achieved a Weak Success. Only the outcome of the highest degree of success applies. Although players can always choose a lower degree of success if it provides a preferred outcome.

If successful, find the degree of success by comparing the result.

 Great Success – d20 roll   ≥ 15

 Strong Success – d20 roll   ≥ 10

 Success – d20 roll   ≥ 5

 Weak Success – d20 roll   ≥ 2

A Weak Success usually has a lesser outcome than a regular Success. A Complication result (rolling a 1 on the d20) usually has the same outcome as a Weak Success unless a specific outcome is indicated. It is optional in these unspecified cases for the GM to add a special complication to the scene and they are encouraged to do so.

A Strong Success has a greater outcome than a regular Success, usually a special benefit or increased magnitude of the result.  A Great Success has an even better outcome, your character has performed something extraordinary. Achieving a Strong Success or a Great Success may not be possible on a Test until your character’s Rank has increased due to Advancement. By increasing your character’s Rank in their Skills and Resistances, you will be more likely to achieve higher degrees of success on these types of tests. The topic of Advancement is discussed in the next chapter.

– If the successful result is a Critical Success (matches the TN exactly), and the TN is not equal to 5, 10, or 15, the outcome is increased by one degree.

Weak Success -> Success -> Strong Success -> Great Success.

Example: You and your allies are looking to do some fishing and catch food in the wilderness. The GM asks you to roll a Survival Complex Test. The number of fish you catch is determined by how well you succeed.

Example: You have lost your focus and are filled with stress. You attempt to unburden that stress on your mind by relaxing. The GM asks you to roll an Resolve Complex Test to determine how much Stress you can remove from your mind.

Complex Test Outcomes

This following table demonstrates the many possible outcomes for die rolls based on the Target Number for a Complex Test (and Conflict Test). This table also incorporates the rules for a Critical Success into the outcomes. This table also demonstrates how bonuses (which result in a higher Target Number) can result in potentially better outcomes.

LINK to full table.

Opposed Test

When you are making an action that puts you into opposition with another character, you may have to roll an Opposed Test. The opponent may be a character controlled by the GM (such as an NPC), or a character controlled by another player. This type of test involves comparing two die rolls, one rolled by you (the Attacker) and one rolled by the GM or the other player (the Defender).

Each of the opposing sides rolls a Basic Test. If the result is a success, that player makes note of the number on the die as their final number. If the result of the roll was a failure, their final number is automatically equal to zero (0). The side that achieved the highest final number, wins on the Opposed Test. The side with the lower final number failed on the Opposed Test. If the final numbers are equal, the Attacker fails the test and the Defender wins.

If the Attacker rolls a Critical Success, the Attacker wins (even if their final number is lower) unless the Defender also rolls a Critical Success. In that case, the Defender wins.

Opposed Test: Each side rolls a  Basic Test. If successful, they note the number on the d20.

 Failure – d20 roll      >  = 0

 Success – d20 roll      ≤  = Die Result = Final Number

Compare your result to your opponent’s result, the higher result wins.

 Win – your Final Number  > your opponent’s Final Number

 Lose – your Final Number  ≤ your opponent’s Final Number

Example: Your PC has been challenged to racing competition by the local runner. The GM asks you to roll an Athletics Opposed Test against the opponent to determine if you are able to outrun them.

Example: Your PC finds themselves Grappled by an enemy. They try to break free and escape. The GM asks you to roll an Athletics Opposed Test against the opponent to see if you are successful.

Conflict Test

Conflict Tests are opposed tests that have multiple degrees of success, much like a Complex Test. These tests allow a defender to resist some of the effects of an attacker’s action.

First, the Attacker rolls a Complex Test using the indicated attacker skill. This is called an Attack Roll. The Attacker notes the degree of success for their roll by comparing the number on the die in the same way as you would in a Complex Test. If the Attacker failed the test, the action has ended.

If the Attacker succeeded on the test, the Defender then rolls a Basic Test using the indicated defender skill. This is called a Defense Roll. If their result is a success, the action’s outcome is reduced by one degree. Such that a Success would become a Weak Success, or a Weak Success would become a Failure, etc.

Conflict Test: The Attacker rolls an Attack Roll. If successful, they note the number on the d20.

 Failure : d20 roll    >
 Success : d20 roll    ≤

If successful, find the degree of success by comparing the result.

 Great Success – d20 roll   ≥ 15

 Strong Success – d20 roll   ≥ 10

 Success – d20 roll   ≥ 5

 Weak Success – d20 roll   ≥ 2

Critical Success – If the TN is not equal to 5, 10, or 15, the outcome is increased by one degree.

If successful, the Defender then rolls a Defense Roll. If successful, the outcome is reduced by one degree (or two on a Critical Success).

 Failure : d20 roll      >  = No change in outcome.

 Success : d20 roll      ≤  = Outcome reduced by one degree.

 Critical Success – The outcome is reduced by two degrees.

Great Success -> Strong Success -> Success – > Weak Success -> Failure
The final result is only a Critical Failure if the Attacker rolled a 20.

Example: Your PC is trying to distract an enemy who brandished a weapon at your ally. You describe the action as using a flurry of insults to get their attention. The GM asks you to roll a Persuade Conflict Test against the enemy. Your level of success and whether the enemy succeeds on a Resolve Basic Test defense roll will determine the outcome.

Example: Your PC tries to sneak past some opponents in a darkened ally. The GM asks you to roll a Stealth Conflict Test to see how quickly you can move through the alleyway and whether they detect your presence. The GM rolls an Investigate Basic Test as a defense roll for the opponents, which may limit your success.

Attack Test

Attack Tests are opposed tests where one side tries to inflict Damage on the other side. An Attack Test involves an Attacker and a Defender.

First, the Attacker rolls a Complex Test using the indicated attacker skill. This is called an Attack Roll. If the Attack Roll is a failure, the attack has missed its target and the action ends. If the Attack Roll is successful, the success level determines the amount of damage the attack inflicts upon the Defender (see table below).

Any damage bonuses or penalties are then added to the damage value. A character adds a Attribute Damage Modifier, a damage bonus or penalty, based on the type of attack and the type of damage they are attempting to inflict. For instance, characters receive a bonus (or penalty) on Physical damage based on their Strength attribute when making attacks unarmed or with melee weapons using the Strike action. However, characters do not include an attribute damage modifier to attacks with ranged weapons using the Fire action.

Damage TypeDamage AttributeReserveOverflow
PhysicalSTRStaminaWounds
MentalINTFocusStress
SpiritualCHACourageFear

The character might also add any item bonuses to damage, such as from a weapon for Physical damage. Once the damage bonuses and penalties are included, the total is called the Potential Damage.

Attribute ValueDamage Modifier
4-2
5 – 6-1
7 – 9+0
10 – 11+1
12+2

Next, the Defender rolls a Complex Test using one of the indicated defender Resistances or Skills. This is called a Defense Roll. If the result of the Defense Roll is a failure, the potential damage is unchanged. If the result of the Defense Roll is a success, the level of the success determines the amount of damage that is subtracted from the potential damage (see table below).This value is called the Final Damage.

If the Defender happens to roll a Critical Success (matching the Target Number exactly) on the Defense Roll, the final damage equals zero (0).

The Defender then receives the final damage. This damage is applied to the listed Reserve by reducing the Defender’s current value of that Reserve by the amount of damage received. Reserve values cannot go below 0. Any additional damage is applied as Wounds, Stress, or Fear. See the next chapter for more information about what happens when a Reserve falls to 0.

Attack Roll: The Attacker rolls an  Attack Roll, using their Target Number. If successful, they roll damage based on the success level.  This result is combined with any damage bonuses or penalties, this is the amount of potential damage.

Attack Roll Results

Weak Success  1d3 damage + modifiers
Success  1d6 damage + modifiers
Strong Success  2d6 damage + modifiers
Great Success  3d6 damage + modifiers
Critical SuccessIncrease the success level by one degree.
FailureYour attack fails.
Critical FailureYour attack fails, and you take 1 Mental damage.

Defense Roll: The Defender rolls a  Defense Roll. If successful, they reduce the potential damage by the result.

Defense Roll Results

Weak Success1 damage prevented.
Success  1d3 damage prevented.
Strong Success  1d6 damage prevented.
Great Success  2d6 damage prevented.
Critical SuccessAll damage is prevented.
FailureNo damage is prevented.
Critical FailureDamage is increased by +1.

The Defender then receives any remaining damage by reducing the current value of the associated Reserve on a one-for-one basis. Any overflow (after the Reserve is at 0) is applied as Wounds, Stress, or Fear.

Example: The warrior Thorfinn, a PC, takes the Strike action to attack a bandit with his greataxe. Thorfinn rolls his Attack Roll, using his Fighting skill. He has a Rank of 13, so his Target Number is 13.  He rolls his Attack Roll and rolls a 5 on the d20, a success! He rolls 1d6 and gets a 4. His potential damage is now 4, plus 1 from his high STR attribute, plus 1 from his greataxe’s damage bonus, for a total of 6 potential damage. The bandit chooses to dodge the attack with their Reflexes for their Defense Roll. The GM gets lucky and rolls a 2 on the d20 for the bandit, compared to the bandit’s Reflexes Rank of 9, a weak success! This reduces the final damage from 6 to 5. The bandit takes 5 Physical damage and thus reduces their current Stamina by 5 points.