A Test is the core resolution mechanic of the system. Whenever a character attempts an action with a meaningful chance of failure, the GM may call for a Test.
How Tests Work
Roll a d20 and add your relevant modifiers. If the total meets or exceeds the Difficulty, the Test is a success. If the total is below the Difficulty, the Test is a failure.
Test Formula
d20 + π SPECIAL Modifier + β Skill Level vs Difficulty
Additional modifiers from equipment, chems, perks, or situational factors may also apply.
SPECIAL Modifier
Each β Skill has a primary π SPECIAL attribute associated with it (e.g., π« Small Guns uses π AGI, π‘ Melee uses πͺ STR, β Medicine uses π§ INT). The π SPECIAL Modifier for an attribute is calculated as:
Link to original
- π SPECIAL Attribute - 5
| SPECIAL | Modifier |
|---|---|
| 1 | -4 |
| 2 | -3 |
| 3 | -2 |
| 4 | -1 |
| 5 | +0 |
| 6 | +1 |
| 7 | +2 |
| 8 | +3 |
| 9 | +4 |
| 10 | +5 |
Contextual Attributes
While each β Skill has a primary π SPECIAL attribute, the GM may call for a different attribute depending on the context. For example, a π¬ Speech Test to intimidate someone might use πͺ STR + π¬ Speech instead of π CHA + π¬ Speech, or a π Lockpick Test under extreme time pressure might use π AGI + π Lockpick instead of π PER + π Lockpick.
Difficulty
The Difficulty (DC) represents how challenging the task is. The GM sets the Difficulty based on the circumstances.
| Difficulty Tier | DC | Description |
|---|---|---|
| Trivial | 5 | Almost anyone can do this. Failure is rare. |
| Easy | 10 | A straightforward task. Most people succeed more often than they fail. |
| Normal | 15 | Requires some competence. An average person has roughly a 50/50 chance. |
| Hard | 20 | A significant challenge. Requires real skill or training to succeed reliably. |
| Impossible | 25 | Beyond the reach of most people. Only a highly trained specialist has a realistic chance. |
There is no hard cap on Difficulty. The GM may set DCs above 25 for extraordinary circumstances. A DC 30 task would require a total bonus of +11 or more to have any chance of success.
Advantage and Disadvantage
Some effects grant Advantage or Disadvantage on a Test.
- Advantage: Roll 2d20 and use the higher result, then add modifiers.
- Disadvantage: Roll 2d20 and use the lower result, then add modifiers.
If a character has both Advantage and Disadvantage on the same Test, they cancel out and the Test is rolled normally with 1d20, regardless of how many sources of each apply.
Outcomes
Every Test has one of four possible outcomes:
Success
Your total meets or exceeds the Difficulty. You accomplish what you set out to do.
Failure
Your total is below the Difficulty. You do not accomplish the task. Depending on the situation, the GM may determine additional consequences (alerting a guard, jamming a lock, etc.).
CRIT
If your natural d20 roll falls within your π― CRIT Range (default: only a natural 20), the Test is an automatic success regardless of the Difficulty, and you gain an additional beneficial effect.
- In combat: CRIT attacks deal bonus damage through CRIT Dice (see CRITS and CRITFAILS).
- On skill tests: The GM determines an appropriate bonus effect based on the context. This may include resource savings, bonus information, enhanced results, additional effects, or other contextual advantages. Negotiation between the GM and player is encouraged.
A CRIT always succeeds, even if your total would not normally meet the Difficulty.
CRITFAIL
If your natural d20 roll falls within your β CRITFAIL Range (default: only a natural 1), the Test is an automatic failure regardless of your total, and you suffer an additional detrimental effect.
- In combat: CRITFAIL attacks cause the weapon used to lose 1 Condition. The GM may determine additional effects (hitting an ally, dropping the weapon, etc.).
- On skill tests: The GM determines an appropriate negative consequence based on the context. This should be more severe than a normal failure; something goes wrong beyond simply not succeeding.
A CRITFAIL always fails, even if your total would normally meet the Difficulty.
Opposed Tests
When two characters are acting against each other (e.g., one trying to π€ Sneak past another who is watching, or one trying to persuade someone who is resisting), both characters make a Test. The character with the higher total succeeds. In the case of a tie, the defender (the character reacting or resisting) wins.
Group Tests
When multiple characters attempt the same task together, the GM may call for a Group Test. Every participating character makes the Test individually, with the following special rules:
The Leader
The character with the highest relevant π SPECIAL Modifier + β Skill is designated as the Leader of the Group Test. The Leader rolls 2 Tests instead of 1. All other participants roll 1 Test each.
Resolving the Group Test
- If the Leader fails both of their Tests, the entire group fails, regardless of how other participants rolled.
- Otherwise, if at least half of the total Tests rolled are successes, the entire group succeeds.
- If fewer than half of the total Tests are successes (and the Leader did not fail both), the entire group fails.
CRITs and CRITFAILs in Group Tests
- A CRIT on one of the Leaderβs rolls counts as a single success (not two). However, the GM may award a narrative bonus for the exceptional performance β the group succeeds with style, gains extra information, or completes the task faster.
- A CRITFAIL on one of the Leaderβs rolls counts as a failure for the Group Test tally. If the group overall succeeds despite the CRITFAIL, no additional CRITFAIL consequences are applied β the Leader stumbled but recovered. If the group fails, the GM may apply CRITFAIL consequences as normal.
Example
A party of 4 attempts to π€ Sneak past a patrol. The character with the highest π AGI + π€ Sneak is the Leader and rolls 2 Tests. The other 3 characters each roll 1 Test. Thatβs 5 total Tests.
- If the Leader fails both rolls: everyone is detected, no matter what.
- If the Leader succeeds on one roll and 2 of the other 3 succeed: 3 out of 5 Tests passed (majority). The group sneaks past.
- If the Leader succeeds on one roll but all 3 others fail: only 1 of 5 passed. The group is detected.