Test Types
There are five types of Tests used to adjudicate the outcome of an action:
Basic and Complex tests are solo tasks performed by an
Basic Test
The
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
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
– 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.


Opposed Test
When you are making an action that puts you into opposition with another character, you may have to roll an
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
First, the Attacker rolls a Complex Test using the indicated attacker skill. This is called an
If the Attacker succeeded on the test, the Defender then rolls a Basic Test using the indicated defender skill. This is called a
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
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
Damage Type | Damage Attribute | Reserve | Overflow |
Physical | Wounds | ||
Mental | Stress | ||
Spiritual | Fear |
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
Attribute Value | Damage 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
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
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 | ![]() |
![]() | Success | ![]() |
![]() | Strong Success | ![]() |
![]() | Great Success | ![]() |
![]() | Critical Success | Increase the success level by one degree. |
![]() | Failure | Your attack fails. |
![]() | Critical Failure | Your 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 Success | 1 damage prevented. |
![]() | Success | ![]() |
![]() | Strong Success | ![]() |
![]() | Great Success | ![]() |
![]() | Critical Success | All damage is prevented. |
![]() | Failure | No damage is prevented. |
![]() | Critical Failure | Damage 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