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Adventure Presents: Example Ability Tests

When a character takes an action with an uncertain outcome, they will make an Ability Test by rolling three six-sided dice to determine the outcome. These Ability Tests should only be used if there will be a positive or negative consequence to the action – if not, as the Game Master you should just describe what happens instead.

Each Ability Test will have a target Difficulty, with circumstances in the game sometimes making the action more or less difficult. You can get a full explanation of how that works in the rules, but for now here are some examples of Ability Tests:

Examples

Sneaky Searching

Claire and Gretchen are standing in the kitchen of a small cottage, talking to the owner. While Claire asks the owner about a curious picture on the wall, Gretchen attempts to inconspicuously search through some of the drawers and cupboards for clues.

It is a small kitchen, so doing this without being noticed will be a challenge. The GM sets a Wits Test with a Target of 10 to reflect this. However, as Claire is distracting the owner the GM grants Gretchen an additional Ability Level for this Test, making it more likely that they will succeed.

If they do succeed, the GM might grant them a clue for their investigation, a piece of Gear, or some information about the owner of the cottage. If they fail, the owner may notice what is going on and become angry and kick them out, or perhaps will just be disappointed in them (which might feel worse!)

Perilous Climbing

On a dark and stormy night, Fernando is attempting to climb over a tall wall to sneak into the back of a workshop.

The GM might usually set an Agility Test with a Target of 8 for the wall. However, due to the lack of light and the rain, they increase the Target to 12 to reflect how big a challenge it will be.

If they succeed, Fernando will manage to climb over the wall and gracefully hop down on the other side. If they fail, this could mean that Fernando cannot climb the wall and must find another route instead.

Alternatively, to keep the story progressing the result could be that Fernando has managed to climb the wall but suffers in some way for doing so, such as by taking Damage, losing a piece of Gear while scrambling over, or making noise that alerts someone on the other side.

Confronting Troublemakers

While walking through town, the adventurers are confronted by a band of thieves who demand they hand over their valuables. Sara is the toughest member of the group, and steps forward to confront the ne’er-do-wells.

The thieves are strong and intimidating, and the GM sets a Toughness Test of 10 to get them to back down. The adventurers could also try to outsmart the thugs, which would be a separate Test either on Smarts or Wits. Alternatively, the adventuring party could try to run away by making an Agility Test.

These would be several different approaches that the adventurers could take, and each may well have a different Difficulty Rating. The players may surprise you with the approaches they take to some of the challenges in the adventure, and often the most memorable stories can come from situations you can’t predict!