Tests

Basic System
Roll 2d10. Add one ability, one skill, and one knack (maximum). Re-roll 10s and add the new roll as well. Keep re-rolling 10s. ("10s explode.")

Negative abilities also added at GMs discretion. A second appropriate skill can be used as the knack.

Lacking appropriate skill
If the character has no appropriate skill, they use a default -5 skill rating. Some tests may be impossible without a skill - e.g. Surgery, Alchemy.

Substituting Skills
At the GM's discretion, a skill that isn't quite correct for the task at hand can be used at a penalty, typically -1 to -5. e.g. Conrad wants to drive a carriage using his skill of Ride +3. The GM gives a -2 penalty, giving Conrad an effective Drive Carriage +1, for this test only. (If Conrad's player wishes, he can cement this skill.)

Helping Others
The first assistant gives a +4 to the roll. Each subsequent assistant provides a smaller bonus, as per the table below. No one may provide a bonus greater than their own skill modifier.

Number of AssistantsMax Bonus to Test
1+4
2+6
3+7
5+8
9+9
17+10
35+11
70+12
140+13
280+14
500+15
1000+16
2000+17
4000+18
8000+19
16000+20

Equipment
Normal equipment for the task at hand is assumed. e.g. A sword for sword-fighting, ropes + pitons for climbing, etc. Lack of suitable equipment imposes a penalty, or makes the skill use simply impossible.

Particularly good equipment may grant a bonus. Such equipment is typically very expensive, and the bonus is normally set when the item enters play.

Circumstances
The GM can apply other modifiers as circumstances dictate.

Passive Resistance
Sometimes a test's difficulty will always be pretty much the same. A castle's wall which is always 45 resistance to being climbed, for instance. A skill test is successful if greater than that number is rolled.

Active Resistance
When two characters are opposed, the higher roll wins. e.g. Combat, gambling, seduction, etc.

Combat
When one character wins a Combat test, the other character needs to make a Health test. The Damage Rating is the amount by which the Combat test was lost, possibly modified by the weapon being used.

Damage
All characters have the special ability Health. When a character takes damage, make a test between the character's Health (ignoring all skills & knacks) and the Damage Rating. If the test fails, the character is incapacitated. Record the amount the Health test was failed by - this is the Wound Level. If the test succeeds, the damage was minor, and easily shrugged off.

Healing
An incapacitated character can do nothing for 10 game minutes. After that, a healing test can be attempted. If no other medical attention is available, use the character's Health. The resistance is the Wound Level. If the test passes, the character has sufficiently recovered to act normally. If the test fails, it can be attempted again after one game day has passed. The Wound Level increases by 2 for each passing day, even if no Healing test is attempted.

Serious Wounds
A character with a Wound Level of over 10 has suffered a Serious Wound. Even when healed, there are ill effects. The character suffers a -5 penalty on all actions for two weeks. The wound level of any further wounds suffered during this period are 5 higher than otherwise. Both are cumulative, so a character who has suffered two Serious Wounds will be at a -10 penalty, and any further wound will have a +10 Wound Level.

Death
A Wound Level of over 20 is potentially fatal. Starting the day after the wound is received, the character must make a Health test against resistance 20. Failure means the character dies. The test is repeated every day until the character is healed. Note that the Death test takes place before that day's Healing test.

The GM may rule that circumstances and the Wound Level imply a character is either instantly dead, or that an immediate Death test is required. This should be used very sparingly with PCs.