Power Tests: Difference between revisions

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(Created page with "Several traits and abilities request that a character performs a Power Test. This is a randomised test with a 25% chance of failure. In all cases you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example. The standard suggestion for doing this is to take a bag of beads and fill it with 12 beads, 9 of one colour (representing success),...")
 
(the point where you power test is different)
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Several traits and abilities request that a character performs a Power Test. This is a randomised test with a 25% chance of failure. In all cases you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example.
Several traits and abilities request that a character performs a Power Test. This is a randomised test with a 25% chance of failure.  
 
Unless otherwise specified, you can always delay a test until it would not interrupt the flow of roleplay or combat. Some powers require you to make a Power Test at a specific point in your roleplay, notably [[Medicae]] and [[Exorcisms]].


The standard suggestion for doing this is to take a bag of beads and fill it with 12 beads, 9 of one colour (representing success), 3 of another (representing failure) and do a draw. However, any other method capable of determining a 25% chance of failure is acceptable.
The standard suggestion for doing this is to take a bag of beads and fill it with 12 beads, 9 of one colour (representing success), 3 of another (representing failure) and do a draw. However, any other method capable of determining a 25% chance of failure is acceptable.

Revision as of 22:43, 10 February 2023

Several traits and abilities request that a character performs a Power Test. This is a randomised test with a 25% chance of failure.

Unless otherwise specified, you can always delay a test until it would not interrupt the flow of roleplay or combat. Some powers require you to make a Power Test at a specific point in your roleplay, notably Medicae and Exorcisms.

The standard suggestion for doing this is to take a bag of beads and fill it with 12 beads, 9 of one colour (representing success), 3 of another (representing failure) and do a draw. However, any other method capable of determining a 25% chance of failure is acceptable.

There may be conditions where the odds will flip, and a test will be performed with a 75% chance of failure and a 25% chance of success.

Random Effects Decks

Some skills require a draw from a randomised effects deck, often after failing a Power Test (though sometimes by default - for example, when a character is reduced to 0 Endurance by the BOLT, BURN or SUNDER calls).

PDF files for these decks can be found on the Rules Downloads page. These decks are required for characters with the Exorcist, Medicae, Chirurgeon and Psyker traits. Players should print out copies of the decks to carry on their person and blind-draw a card when prompted by the rules.