Ma Test

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When Modern AGE books refer to ability tests, they use the Making a Basic Test

following format: Ability (Focus). Intelligence (Chemistry)


and Constitution (Swimming) are examples of this format. In In a basic test, you roll against a fixed target number (TN)
most cases, it does not matter if you have the listed focus. You determined by the GM. Here’s how you do it:
can still attempt the test; you just won’t get the bonus a focus
1. Tell the GM what you are trying to do.
provides. Some tests demand specialized skill or knowledge,
however, and those require you to have the focus to even 2. The GM determines the ability to be used and an
attempt the test. If you don’t have the required focus, you applicable focus (if any), and assigns a TN to the task
automatically fail. These tests note that the focus is required based on its difficulty and the prevailing circumstances.
by using this format: Intelligence (Navigation required).
3. Roll your ability test, and figure out your total.
4. If the total is equal to or greater than the TN, your
Example character succeeds at the action. If it’s less than the
The scientist Indra and the brawler Amy acquire a folder target number, they fail. This may not have an effect,
with papers full of strange formulas. Naturally, they try but in some situations, failure may have unfortunate
to figure them out. The GM tells the players that the test consequences.
will be Intelligence (Chemistry required). Indra has the
Chemistry focus, so her player can make a test to see if she Example
understands the papers. Amy does not have the Chemistry
focus, so she has no hope of understanding the papers. It’s Amy is trying to climb a building in the middle of the night.
gibberish to her. The GM decides this is a Strength test, and Climbing
is the obvious focus. The wall has many handholds, but
they’re hard to see in the dark, so the GM decides the target
Using Tests number is 13. Amy’s player rolls and her test result is a
14. Despite the darkness, she skillfully climbs the wall. If
Once you know an ability test’s result, you need to Amy’s player had failed, she might have been unable to
compare it against another number to determine whether find a way up—or she might have fallen and suffered an
you succeeded. The number you use depends on the type injury, depending on the GM’s decision.
of test. The two most common types of test are basic tests
and opposed tests, detailed below. Chapter 8 also discusses Making an Opposed Test
advanced tests, which are used in special situations. If the
situation calls for an advanced test, the GM should guide When your character directly competes with another, or
you through the procedure. against some dynamic opposing force (evil spirits in a super-
natural campaign, for example) you must make an opposed
Basic Test Difficulty test. In this type of test, both competitors roll. The highest
result wins. Use the following procedure.
A player rolls their basic test versus the target number 1. Tell the GM what you are trying to do.
picked by the GM. The GM sets the TN based on their
assessment of the test’s difficulty. The GM should take 2. The GM determines the ability and applicable focus (if
anything that influences that difficulty into account. For any) to be used by you and your opponent. The GM
physical tests, heat, cold, the weight of an object that might assign varying bonuses or penalties to each of
needs to be moved, or the size of a target that needs to your rolls which take your individual circumstances
be hit might all count. In social situations, a well-dressed into account.
character might do better than one in rags. The GM 3. You and your opponent’s player (or the GM) both roll
boils it all down into a basic difficulty. The following ability tests and determine your respective totals.
table provides benchmarks.
4. Compare the test results. If you beat your opponent’s
test result, you win. If there’s a tie, whoever rolled
Basic Test Difficulty higher on the Stunt Die wins. If it’s still a tie, whoever
Test Difficulty Target Number has the higher ability wins.
Routine 7 This same process can be used when more than two charac-
ters compete. In such cases, each participant’s player makes
Easy 9
an ability test. The highest result is the winner. Break ties as
Average 11 described in step 4. If you need rankings for each partici-
Challenging 13 pant (such as for a five-person race) go in order of test result,
breaking ties where necessary.
Hard 15
Not all participants need to use the same ability in an opposed
Formidable 17 test, though it often happens. Many situations pit one ability
Imposing 19 against another. A bodyguard trying to penetrate a spy’s
disguise, for example, would make a Perception (Seeing) test
Nigh Impossible 21
opposed by the spy’s Communication (Disguise) test.

34 Chapter 2: Basic Rules

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