ACTIVITY TEST


A test is a method of resolving any activity you want your character to attempt. You roll some dice and the results tell you whether you succeeded, failed, or complicated the situation. Every test is a roll composed of the character’s attribute modifier, their skill, whatever miscellaneous boost -- creating a window of ability in which a d20 must be rolled inside of to succeed.  The player succeeds when they acquire more successes than is needed to pass the test's difficulty.  And nearly all troublesome situations require multiple successes. An engaged PC may, however, create roleplay advantage and acquire additional dice (a 'talent' character may even start with automatic successes)

Resolving an Activity
1. Choose a (Method) [Attribute Mod + Skill]: Add together the attribute and the skill chosen: this is your target number for each d20.
Note:
Although the PC may suggest an alternative attribute+skill to resolve any test, the presented attribute + skill is the combinations most typically used. The PC should not feel the test is always limited to the use of one attribute. Attempts using a new combination tend to create logically alternative methods. With a little roleplay (and player creativity) the character may use another attribute for test resolution. As GM, I reserve the right to set precedent.


A. To generate 1 success each d20 must roll equal to or under to the character's Target Number.

2. The GM presents a Difficulty:  The difficulty is the NUMBER OF SUCCESSES needed to satisfactorily resolve the activity. The difficulty is normally between 1 and 5.

3. Assemble your dice pool.  Every player starts with 1d20 but can - with roleplay - acquire an additional d20.  Once the player is involved in an activity they can acquire 'Action Points' to purchase up to 3 more d20s.
Once die acquisition is complete, roll the entire d20 die pool.

4. Check For Successes: Each d20 that rolls equal to or less than your attribute + skill target number scores 1 success.
A. Each d20 that rolls equal or less than your skill rating scores 2 successes.
B. Each d20 that rolls a 20 generates 1 complication.

5. Check Successes Against the Difficulty: If the number of successes scored equals or beats the difficulty of the test, then you have passed.  If the number of successes scored is less than the difficulty, you have failed.
A. Each success above the difficulty becomes an Action Point.
Note:
Action points cannot be retained beyond one scene to the next, thus players may find it is advantageous to perform some appropriate 'Limbering Activity' before performing the 'Primary Activity'

6. Get the Result: Either the outcome is obvious thus the player may describe how he succeeds (OR, if unobvious, I will describe the outcome)
 
Note:
After the success and at the player discretion they may choose to spend Action Points to improve the result even further. Though the outcome of such an action may be simply nothing more than bragging rights.


Beyond this basic structure, complications may be introduced



SUCCESSES AND DIFFICULTY


The number of successes you need to generate with your d20s to pass a test is called the difficulty. Only needing 1 success describes a routine task, while needing 5 successes reflects a difficult task that can only be completed with talent, effort, and teamwork.

Each d20 that rolls under the TN (target number) generates 1 success. A d20 that rolls equal or under the user's skill rank earns 2 success. Total up the number of successes and compare them against the difficulty - if you equal or beat the difficulty you pass the test. Any extra successes over and above the difficulty, become Action Points that allow you to improve the test’s outcome, or buy more d20s for future tests.

Difficulty Examples Table
Test DifficultyExample
0Gathering rumors around a settlement
1Shooting a close target, picking a simple lock
2Breaking down a reinforced door, treating a crippling injury
3Identifying an unknown poison
4Hacking a complex computer, disarming a land mine
5Convincing an enemy to stand down


Difficulty Zero Tests
Some tests may be difficulty 0, or your character’s perks may reduce tests to difficulty 0. If a test is difficult 0, you don’t have to roll any - your action is automatically successful with no risk of complications. However, because no roll is made, you don’t generate any Action Points.
For those skills which are reduced to difficulty 0 by the inclusion of a TALENT the player MAY CHOOSE to roll the dice and can generate AP as normal (because zero successes are required, every success is an Action Point), but in such cases, the player can still generate complications as well. This sort of difficulty 0 test is useful when it’s important to see how successful your character can be when there’s no chance of failure.


OPPOSED TESTS
Instead of rolling dice against a static difficulty, sometimes the primary player is actively opposed and must compare results against another die pool. In such conditions the primary player attempts their skill test with the opponent’s number of successes as the new difficulty. If the primary player equals or beats their opponent’s number of successes, the primary player passes the test, and any extra successes become Action Points. If not, you fail.

ASSISTANCE
Difficult tasks are often only completed through teamwork. When someone else is attempting a test, you may assist another player's character. The aiding player must describe how they are helping. Mechanically, the assisting player rolls 1d20 under their OWN Target Number then add that successes to the primary participants total.  While assisting player may not buy additional d20s to guarantee successful aid -their assistance does not count towards the upper limit of five dice (5d20) that the primary PC attempting the test can roll in their maximum die pool . Although any assistance given can always add complications for the whole group to contend with. And the number of player characters aiding the first will raise the possibility of complication. Too much help CAN BE a bad thing.

ACTION POINTS


When you check your successes against the difficulty established, each success you rolled above the difficulty becomes an Action Point (AP). Action Points can be used to take additional actions, improve the outcome of a test, reduce the time it takes, learn more about a situation, or buy more d20s in future tests. You can spend Action Points to do the following:
• Buy d20s (1 to 6 AP): Buy bonus d20s for a test, before the dice pool is rolled, but after the GM sets the difficulty. The cost increases for each die purchased: the first die costs 1 AP, the second costs 2, and the third costs 3. No more than three bonus d20s may be purchased with AP for a single test. And no more than 5d20 may be rolled and including any d20s from perks or traits.
• Obtain Information (1 AP): Ask a single question about the current situation, based on your test. The answer must be truthful but does not need to be complete.
• Reduce Time (1 AP): AP from a successful test can allow the test to take less time to complete. Spending 1 AP halves the amount of time a test takes to attempt.
• New Narrative Detail (1 AP): With the expenditure of an Action Point the player may introduce a new fact about the scene, based on the success of the immediate test (not from saved AP). This either establishes a minor detail about the scene or changes a detail about the scene based on the actions of your character.
• Take Additional Minor Action (1 AP): Take 1 additional minor action in your turn. You can only take a total of 2 minor actions in your turn in a single round.
• Take Additional Major Action (2 AP): Take one additional major action on your turn. You can only take a total of two major actions on your turn in a single round.

LUCK pool
If you don’t want to spend the Action Points you've generated immediately, you can save them in a GROUP pool mostly called LUCK. This collection of AP points can be used to pool successes for anyone in group to use now or later. The amount of AP that can be saved is two for every player in the game, but no single person is limited to invest or spend in any fashion.

The DOOM pool (alternatively known as 'Karma')
The players can attempt an action WITHOUT having sufficient AP points, using GM credit.  Borrowing AP from the GM credit establishes a DOOM Pool.  A debt which may be levied against future activities of any player at any time.

COMPLICATIONS
When attempting a test, each d20 that rolls a 20 causes a complication, which comes into effect once the test has been resolved. Complications do not prevent a character from succeeding, but they do introduce something new to the story that makes things more difficult. If a specific complication cannot be immediately presented DURING the current scene the complication compounds into 2 DOOM points for later application.

COMPLICATION RANGE
Normally, any d20 that rolls a 20 generates one complication, however, some actions can be riskier than others instead of just more difficult. When tests are riskier, the complication range of the test could generate on die results other than a 'natural' 20.

Complication Range Table
Complication RangeGenerates a Complication on...
120
219-20
318-20
417-20
516-20


THE DREAMING


The player characters are special. They have a drive and determination unlike that of those around them, and their subconscious touches the edges of the Dreaming, and they are touched by it in turn. Unbeknownst to them, their actions inspire and shape the fate of those who surround them.  Each character possesses an attribute called Fae Points which may be used to gain an advantage to achieve the seemingly impossible. This attribute called Fae Points is limited by a PC's hit dice. The Fae Point pool will regenerate on its own ...but it does so VERY SLOWLY, one point a day.

'True Fae' tend to have pools of power far more than their hit die (HD) can account for and can spend their points to do fuel the strange, reality-warping powers of their kind. Mortals who utilize this advantage are limited to more minor advantages... although mechanically they are STILL BEYOND normal.
One Automatic Success - the PC does the impossible with ease... but the group should remain wary of Fates' Wrath.

REGENERATING FAE POINTS
There are a few ways you can gain Fae Points besides waiting for a new dawn:
• Fulfilling an Oath: You can earn a Fae Point whenever you abide by the agenda of an OATH, over your personal interest. This may simply mean 'towing the party line' of an Alliance ... perpetuating the worldview of your Faction's Agenda over your implicit desires.  A member of the Imperial Church could dedicate time to preach obedience to the church agenda to the public ...including everything they may find issue with - in privateThis a DIRECT roleplay reward for individuals who have the opportunity to bolster the worlds' atmosphere, whilst getting players involved with their faction’s philosophy and modus operandi.
GM Reward: You may be given additional Fae points as a reward for good roleplaying, clever plans, or successfully overcoming difficult or important challenges.
Voluntary Failure: You may choose to fail a skill test to gain a Fae point. This can only be done when you’ve got something significant to gain or lose. You must make the decision before rolling any dice, and the gamemaster must agree. The skill test fails automatically, and no dice are rolled. This rule is specifically designed as a social reward for PC's who may want to fail to push forward an active personal plot... or for those that want to 'take the bullet' for another PCs'.
This could be the act of shielding another person from an attack, shifting the perceived blame for another person's actions, or falling from a cliff to ensure the other person does not. Any subsequent activity to reverse the effect won't retroactively repair the failure, though it might prevent you from continued harm.

OLD MECHANICS


Taking 10 & Taking 20
Skills no longer function by getting OVER a specific amount, so these mechanics no longer make much sense -- More precisely the TAKE 10 & 20 mechanics described a system that required rolls for all skills all of the time.  THE SKILL SYSTEM IN THIS CAMPAIGN presumes a hyper competency of all Player Characters to be able to do whatever they ARE known to do without needing supporting skills.
There is no reason to force a roll for tasks that carry no particular risk in the act of completion to the PC or even for a generic NPC.  Of course, a skill check COULD be required for even simple tasks IF complications are placed on the activity. And likely these would be the ONLY time such rolls would BE necessary.

OPPOSED ROLLS
This mechanic still exists. But its no longer a simple and direct comparison of die rolls, instead it regards the collection of successes. The more skilled a character is, not only allows for them to have a higher total TN but also a higher chance of acquiring critical successes. Collecting successes at a rapid pace. Is it possible for the more skilled person to fail?  Sure, it's just not as likely as a single d20 system would allow.