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Skill Tests

Chapter 5 The Gamemaster


Whenever you’re doubtful of the outcome of a character’s 4. Check for Successes: Each d20 that rolls equal to or
action, when there is a chance of failure, or where the less than their attribute + skill target number scores
degree of success is important, ask for a skill test. A single 1 success.
skill test represents attempting an activity despite some
a. Any die that rolls a 1 is a critical success, which
resistance or conflict. Skill tests are completed in a rela-
generates 2 successes.
tively short amount of time: searching for clues, repairing
a car, or negotiating with a suspect. b. If they have a focus that applies they will score a
critical success if a d20 rolls equal to or less than
The procedure for a skill test is described fully in the their skill rating.
Player’s Guide: Chapter 3 Playing the Game, but it’s good
c. Each die that rolls a 20 causes a complication,
to go over the process with the GM’s role in mind.
(p.130).

ROLLING THE DICE 5. Check Successes Against the Difficulty: If the


number of successes generated equals or beats the
1. Choose Attribute + Skill: You’re the one who chooses difficulty of the skill test, then they have passed. If the
which attribute and which skill are appropriate for the number of successes scored is less than the difficulty,
skill test, and if any of the character’s focuses apply. they have failed.
You might open it up to the players, but they have to
a. Each success above the difficulty becomes a point of
make the case for why their chosen attribute, skill, and
Momentum, (p.139).
focus are appropriate.
6. Get the Result: You, as gamemaster and with input
2. Set the Difficulty: You always set the difficulty for the
from the players, describe the outcome, and if the
skill test, normally between 0 and 5. The difficulty is
test was successful players can spend Momentum to
the number of successes the player must generate to
improve the result further. After this, you, as GM
pass the skill test. Most skill tests have a Difficulty of 1
introduce any complications.
or 2, but hazards, a lack of preparation or appropriate
tools, can all lead to you increasing the difficulty of
routine skill tests. If it feels appropriate that a situation
should increase the difficulty of a skill test, you always es as ri en
have the freedom to do that.
In a lot of cases, especially in combat, situations present
3. Roll the Dice Pool: Before players roll, they have the default attribute and skill combinations, standard diffi-
opportunity to buy bonus d20s by spending Momentum culties, and standard consequences for failure, along
or generating Threat for your Threat pool. Always offer with specific uses for Momentum and specific effects
them the opportunity, even if they have no Momentum, for complications. This provides a reliable, predictable
because once the dice are rolled, they can only use baseline so that players can plan and set expectations
Fortune to reroll any bad dice results. for how events may play out. However, you are always
free to change those details as the scene dictates.
a. Momentum or Threat lets you buy more d20s.

b. Fortune lets a player set one of the dice in their In a similar way, the players can suggest different
pool to a 1 before rolling the rest, or allows them to attribute and skill combinations of their own if their
reroll their entire dice pool. actions fit. Perhaps they think a different attribute
might be more fitting, or they want to use Momentum


in a specific way not covered by the rules. You should

Give the players agency, allow them consider these and negotiate with the players about

to express themselves, and give their alternatives — perhaps a player-suggested method is

characters a chance to shine. possible, but it’s riskier, so the complication range goes

Entertain, delight and imperil! up, or it alters the consequences of failure in some way.

GMs should have as much fun


as players do (if not more).
If a rule doesn’t fit, or feel appropriate,
ignore it, and make up your own.

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SETTING THE DIFFICULTY
Chapter 5 The Gamemaster

Setting the base difficulty of a skill test is more art than


i a e
science in most cases, and you will soon learn to gauge DIFFICULTY EXAMPLE
difficulties with a little experience.
0 Researching a widely known subject

Most common skill tests should have a basic difficulty 1 Overcoming a simple lock
of 1. If a test needs to be particularly challenging, or is
2 Driving across challenging terrain
likely to require assistance to complete, a difficulty of 3
is a good starting point. An extremely difficult test should Disguising yourself well enough to
3
be difficulty 5. From those base points, adjust the diffi- pass muster under intense scrutiny.
culty based on environmental factors. Difficulties above
Deciphering an unknown
5 are possible, but they should be extremely rare and can 4
alien language
only be overcome by the most capable, experienced, or
gifted characters. Retaining your sanity as your stare into
5
the face of an elder god!
You can also gauge the difficulty of a skill test by calcu-


lating the chance of getting multiple successes on a roll.
Scoring one success is relatively easy, and two successes
is challenging but far from impossible, while three or four Players will sometimes ignore
successes are much harder to score with only two dice. your carefully plotted path
Five successes cannot be scored without buying additional and strike out on their own.
dice. Difficulties 1, 3, and 5 in the difficulty table can be No problem, go with the flow
thought of as the crucial points where the odds change and improvise!
most dramatically.

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PACING DIFFICULTY

Chapter 5 The Gamemaster


a sa a e
Structuring difficulties in a game session requires careful
You should have a clear idea of what a skill test is for, consideration. Starting a scene with a difficulty 4 or 5 test
and what will happen if the test succeeds or fails. In isn’t recommended unless the scene absolutely demands it
general, one of the following should be true: — there’s always the possibility to ramp up the difficulty
of tests as the action progresses, using complications and
The skill test is an attempt to achieve something. by spending Threat. In contrast, if passing a test is neces-
if they pass the test, the character gets what they sary for the story to continue, keeping the difficulty low or
want; if they fail, they don’t. This might be to create a allowing success at cost (see p.138) ensures a failed skill
truth, or to change or remove a truth currently in play. test doesn’t stall progress. In general, a variety of difficul-
ties, rising and falling throughout the session, is a great
The skill test is to avoid or resist danger. In this
tool for pacing an adventure.
case, passing the test means the character avoids
some or all of the danger, while failure means that
Environmental truths adjust the difficulty of skill tests,
they suffer the full effects of the danger they sought
based on whether they are helpful or not, and such a truth
to avoid.
may be beneficial in some ways and problematic in others:
The skill test is an attempt to achieve something, a heavily-crowded area may make it easier to avoid notice,
but something is at stake as well. Success but it’ll make rapid movement more difficult. Think care-
means that the character got what they wanted and fully about the circumstances of a scene, taking note of the
avoided the consequences, while failure means truths present, and judge the difficulty accordingly.
that they suffer the consequences instead, or must
choose to face the consequences if they want to Finally, making judgements based on the mood and prefer-
achieve their goal. ences of the players is also key to the difficulty of skill tests.
Few groups enjoy constantly having to beat the odds by
Players should know the potential outcomes for passing
facing an abundance of difficulty 4 or 5 tests, while some
or failing before the skill test is attempted. The player
revel in rising to such challenges. If the group has just faced
characters are assumed to be capable enough to judge
off against a difficult opponent, tension will have been
the most likely outcomes for their actions.
running high, so allow a few easier skill tests to help release
it, giving players a break and allowing them to generate some
much-needed Momentum. And sometimes, players just have
a bad night with a string of unlucky rolls — nobody thinks
ser a ion an i e esear badly of a GM who eases off the pressure when the dice are
falling badly, if it allows the fun and the story to continue.
One of the most common actions a player attempts
during a game is to try and learn more about the world
around them. This may be short term — attempting to o
spot if there’s a hazard nearby or a hidden object — or it
might be something longer and more difficult, like inves- It’s important to remember that the consequences of
tigating a crime scene or researching a nemesis. failing a skill test may only be temporary. A character
may not be able to achieve their goal right now, but that
These sorts of activities are easily handled in Achtung! doesn’t mean that this will always be the case — your
Cthulhu, using the Obtain Information Momentum players will be persistent, and a character can always
spend. Skill tests about finding information should have change the situation through their actions.
a low difficulty (0 or 1), though it may be higher if the
information is secret, obscure, or otherwise unknown. These rules presume that, given sufficient time, the
Success should provide basic information, with players correct tools, and the opportunity to concentrate, a char-
given the opportunity to learn more by spending acter will be able to succeed at just about anything they
Momentum to ask you questions. set their mind to, unless that task is clearly beyond their
powers, like lifting a Tiger tank with their bare hands.
If the information is vital for the plot, then you should Failure is usually not a matter of inability, but of insuffi-
keep the difficulty low or allow the player characters to cient time, inappropriate (or absent) tools, or an obstacle
succeed at cost to receive the most vital information. or interruption. A course of action may also be deemed
They can use any Momentum they generate to gain extra impossible not because the character isn’t capable, but
context or additional useful details if they wish. because they don’t have the means at this moment in
time. Finding out a way to make the impossible possible
Some research subjects may be more difficult or more is all part of the adventure. Regarding that Tiger tank,
dangerous and can be handled by way of an Extended perhaps all the characters need is a suitable fulcrum and
Test p.133. an unfeasibly large lever?

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Chapter 5 The Gamemaster

COMPLICATIONS Loss: The character loses something valuable, like


one of their resources. This may be one a character’s
Whenever a 20 is rolled, a character suffers a complica-
belongings, ammo, or a loss of Momentum or
tion. Complications can take a number of different forms,
Fortune instead (though loss of Fortune should be
and don’t always have to be a truth, with a number of
used sparingly).
common examples below. These options can even be used
for players to succeed at cost (p.138): Negative Truth: The character suffers some
negative truth, or the enemy gains a positive truth.
Delay: The action takes longer than anticipated. This Alternatively, you could remove a positive truth for the
could have a number of different effects. If the action character, or remove a hindering truth from an enemy,
takes a specific amount of time, each delay could or change a truth in the scene so that it becomes a
increase that time by half. Alternatively, it may instead problem for the player.
allow enemies to prepare, allow pursuers to catch up,
No Retries: The character’s chosen approach can no
or keep the character from acting when they want to.
longer be attempted — the character cannot attempt
Diminished Effect: The effect of the action is only this skill test again without changing their methods or
partial or incomplete. The character still gets the their circumstances.
minimum of what they wished to achieve, but their
Revelation: The character learns something that they
success isn’t perfect and may result in problems, like
wish wasn’t true, such as finding out that there are
reducing the damage of an attack, or making it so that
reinforcements inbound, or that the enemy leader has
the effects of the test don’t last as long as expected.
extra guards, or something similar. Revelations may
Limitation: The character is prevented from using one provide you with new opportunities to spend Threat.
of their normally-available options or benefits. This
Stress: The character suffers stress, either physical
should only apply briefly, like a single round in action
or mental. A roll of 3 is normally sufficient, though
scenes. This may apply to a specific use of Momentum,
inflicting a point of Fatigue is a good alternative.
losing the benefits of cover, or restricting the
Additional complications may add to this stress: an extra
character’s access to one of their talents momentarily.
+2 per additional complication is a good guideline.

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