Group tests
In the face of discrete challenges, it’s best to have one adventurer be bold and test fate. There are times, however, when the entire guild must test their fates together. For example, the entire guild must sneak into the Tower Gnostic to steal an artifact or must perform the Operetta d’Serpentis perfectly for the master of the Broken Smiles Opera House. In such cases, the GM calls for a group test.
Group tests are accomplished by having two adventurers test fate: the one most qualified and the one least qualified. If there are apparent ties, talk it out to determine who should make the tests.
- If one of the adventurers succeeds in a test of fate, they give 1 hit to the group test. If they get a great success, they give 2 hits.
- If one of the adventurers fails in a test of fate, they give no hits to the group test. If they suffer a great failure, they subtract -1 hit.
The GM totals the amount of hits to determine the success of the group test.
- 2 hits: Success for the entire group.
- 1 hit: The group comes short of succeeding and are put in a tight spot.
- 0 hits: Failure for the entire group.
- <0 hits: Disaster for the entire group.
Like other tests of fate, group tests are bound by fate.
Example group test
GM: OK, so what I’m hearing is that you’re all going to try and hold the door closed as the peryton slams into it. I think that’s a group test. Can I get the highest and lowest Swords people to draw?
Dorian: I’m a 3 Swords.
Chirm: I’m 2.
GM: OK, that’s you, Phynn and Chirm.
Chirm’s player draws from the minor arcana deck and gets a IX of Pentacles. Adding her Swords 2, that’s a total of 11. Chirm pushes fate and gets a IV of Wands. That’s a total of 15. A success.
Chirm: OK, I got a 15 total. That succeeds.
Phynn’s player draws a V of Swords from the minor arcana deck. With his Swords 4, that’s a total of 9. He also pushes fate and draws again, drawing a III of Swords. Despite having the higher Swords score, he only gets a 12 total. That’s a critical failure.
Phynn: Jesus Christ. I thought I had it. But no, critical fail.
GM: OK, that critical failure will reduce the success that Chirm generated, so you get 0 hits. The door buckles under the conflict between you and the peryton. Shards of wood and bits of the iron hinges shriek as they break. Phynn, take a Wound as the peryton gores you with its horns. You’re staring it in its weird, blank eyes. What do you guys do?