Core Rules

Tests and Actions

This section will deal with how to make tests and actions (although combat actions get their own part).
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The Basic Test

The basic test is a 1d100, rolled 'against' a success value. The idea is to roll below the value in order to pass.

In almost every case, the test is rolled against a Score, such as Intellect or Might. So if Intellect is 60, an Intellect test will be against 60 (passing on a roll of 1-60), unless it has a modifier. Many tests will have modifiers, due to Advantages and Disadvantages, or the inherent difficulty of the test.

Once you've rolled the die, compare the result to the success value. For every 10 integers below the success value, you get a 'Degree of Success' (DoF). Degrees of Success represent how impressive the success is, with more DoS being more successful. So a test vs 60, that rolls a 30, scores 3 Degrees of Success.
If the test is a failure, it can also incur Degrees of Failure (DoF), which work the same as Degrees of Success, but for every 10 integers above the success value. So a roll of 80 on a vs 60 test is 2 Degrees of Failure.

A test always passes on a roll of 1-5 and always fails on a roll of 96-100.

A test can have modifiers, known as Advantages and Disadvantages, added to it. For every Advantage it adds +10 to the success value (so an Intellect test with 60 intellect and 1 advantage becomes vs 70), and for every Disadvantage subtracts -10 (so an Intellect test with 60 intellect and 1 disadvantage becomes vs 50).
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The Eight Scores

There are eight Scores in Conspiracy, which represent your character's fundamental abilities. The eight scores are:

  • Might. Determines your ability in melee combat, increasing your accuracy, parrying ability- you add Might Bonus (MB) to melee damage.
  • Senses. Determines your awareness of your surroundings, your ability to predict incoming ranged attacks and accuracy with ranged weapons. Senses Bonus (SB) can be used for your initiative.
  • Physique. Determines your physical strength, resilience, carrying capacity, and resistance to fatigue and injury. You reduce all incoming physical damage by your Physique Bonus (PB), which also determines your Stress max.
  • Grace. Determines your speed and agility, your initiative, and is used for many skills related to movement, carefulness, avoiding damage and stealth. Grace Bonus (GB) determines your base speed and can be used for your initiative.
  • Intellect. Determines your character's cognitive and memory abilities, and is used for many skills related to knowledge, problem-solving, and analysing or predicting the enemy. Intellect Bonus (IB) can be used for your initiative.
  • Will. Determines your character's ability to control their own actions and resist fear and compulsion. You reduce all incoming psychic damage by your Will Bonus (WB), which also determines your Trauma max.
  • Presence. Determines your character's ability to interact with others, either as a leader or as an equal, and is used for many social skills. You can use social skills on a number of people at once equal to your Fellowship Bonus (FB).
  • AT Field. Determines your character's strength with the AT Field, mainly as a register of their synchronisation with their Evangelion; this makes their connection more powerful and their AT Field stronger. AT Bonus (ATB) is used to determine the base power of many AT Field abilities.

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Skill Tests

Often, you will be asked to make a Skill Test. This is a test using a Skill. Every Skill is tied to a core Score, and so you roll the Score, adding any modifiers from the Skill.

Every Skill has several Focuses. If a Focus you possess applies to the test you're making, you can add the Focus to the test, adding a +10 to your success threshold. You can, in most cases, only add one type of Focus to a test, although if you have multiple copies of that Focus you can add all of them, adding an extra +10 for each copy of that Focus you have.

Throughout this game, you will see Skill tests written like this: "Skill (Focus)". In this case, you can use the focus listed in brackets, but if you don't have that focus, you use the skill instead. If you don't have the skill, you take a Disadvantage to the test.
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Assisting Tests

If you are near an ally who is making a test, you can choose to assist them. In doing so, they gain an Advantage to their test.

You can only assist if:

  • You are close enough to assist. Usually this means adjacent, but some consideration can be made for certain situations (ie. Tech support over a phone).
  • You are capable of the action or skill yourself. So if your ally is making a Manipulate test, you can only assist if you are also trained in Manipulate.
  • Each test can only have 3 allies maximum assist its chances.

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Opposed Tests

Opposed Tests are tests against an entity that can challenge, block or oppose your result. They are duelling tests, where both characters roll a test, and the one with the most Degrees of Success wins.

In Opposed Tests, the character who scores the most DoS wins. If the value is tied, then it goes to the one with the highest Bonus in the tested score. If this is also tied, then it's whoever rolled the lowest. If this is, somehow, also tied, then a reroll is conducted.

For abilities or effects based off DoS, you go off the DoS margin- the winner's DoS subtracted by the loser's. So if Alice gets 4 DoS but Bob, her opponent, rolls 3 DoS, then Alice counts her DoS as being 1, not as being 4.
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Special Actions

The following are special actions that can be used to make the experience crisper and run more smoothly.

Group Actions

Group Actions are when a group of characters wish to perform an action in a coordinated manner. For example: a group of characters want to move stealthily past a patrol of enemies. This situation is often fraught in games because it requires every character to be trained in stealth. Group Actions mitigate this whilst still being risky.

First, a Group Action must be declared. The declarer must be trained in the skill or action. Once it is declared, everyone who wishes to benefit from the result rolls against the skill/action/score as appropriate. Out of all the rolls, use only the most successful one. The benefits of this roll affect all characters. The tests may be modified based on context; problems that are best solved by a group will be easier, but some problems are made worse due to a group (stealth tactics being an obvious one).

For every participant who failed their test, the declarer suffers 1 Stress. If everyone fails, then the fallout from failure- being caught, for example- affect the entire group.
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Project Group Actions

In a slight variation on Group Actions, occasionally there will be a call for Project Group Actions. These are major projects or endeavours that require a good deal of coordination.

Project Group Actions work similarly to normal Group Actions: there is a declarer, and everyone makes a test. However, before the test is done, the GM sets a target DoS. After everyone has tested, add up the DoS of everyone's test, subtracting any DoF from the total. If the total result is equal or greater than the target DoS, then the action passes. If it's below the target, then the test must be repeated, keeping in mind that Project Group Actions often have a cost in time or resource each time the group rolls. Failures incur stress on the declarer as normal.
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Flashback Actions

A Flashback Action is a retroactive one. It's an action that you did in the past that is only now coming into play. For example, an enemy may be rushing toward you. You want to set a trap for them, so you ask for a Flashback Action. As it turns out, at some point in the past, you set a trap down here, anticipating the enemy. The enemy runs right into it and suffers the trap.

Flashback Actions work almost exactly like a normal action- you roll a skill test, opposed as normal. Furthermore, because it's done in the past, you can do as many of them as you like and it doesn't take up your current action. There is one difference: Flashback Actions cause stress. How much stress depends on how much sense it makes that you were able to make that action.

  • Simple actions (0 Stress): these are actions that make total sense that you had time and the resources to do. For example, it makes total sense that you were able to set an alarm in your own house with alarms you possess. Similarly, it makes total sense that you were able to set a trap for an enemy in an area you're familiar with and were expecting danger in.
  • Complex actions (1 Stress): These are actions that are quite complex, require a good deal of foresight or take advantage of an unlikely opportunity. For example, it requires predicting how someone you only know a little is going to act, establishing multiple traps in a dangerous area which has been chaotic and turbulent for awhile, or acquiring an item that you don't have easy access to.
  • Extreme actions (2 Stress): These are actions that involve special or one-off contingencies that would be difficult to justify repeating. For example, you flee into a random house, but it turns out the owner used to be a neighbour of yours and doesn't mind.

Flashbacks have certain limits. It cannot undo things that have just happened or occurred; for example, if an NPC betrays you, you can't flashback to killing them the day before. You can, however, use a flashback to predict their betrayal, allowing you to account for it.
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Fate Points

Fate Points are a special resource. They represent a mix of luck, destiny, and perhaps some other more intangible force that protects you and nudges things your way.

Every character begins with 2 Fate Points, and this pool replenishes at the end of each Downtime. You can spend Fate Points whenever you wish to gain special benefits. You can permanently increase your Fate Point only as a reward from the GM, paid out for exemplary achievements or roleplaying.

  • Advantage. You can spend a Fate Point to gain two Advantages on a test.
  • Reroll. You can spend a Fate Point to reroll a test that has already been rolled.
  • Restore Wounds. You can spend a Fate Point to restore a number of Wounds to yourself equal to your maximum Fate Pool size.
  • Remove Ailment. You can spend a Fate Point to remove a single ailment from yourself.
  • Block Injury. You can spend a Fate Point on incurring an Injury to reduce the amount of Injury points you take by 1. If you incur multiple Injury Points at once, you have to spend multiple Fate Points in order to block ones past the first.
  • Ignore Condition. You can spend a Fate Point to ignore a Condition, including an Injury Effect, for a single round.
  • Surge. You can spend a Fate Point to gain an immediate Surge action that costs no Stress nor adds to the amount of Stress your next Surge takes.

Fate Points can also be permanently spent- ie reducing your pool's size by 1 permanently. This is known as 'Burning' a Fate Point. Burning a Fate Point accomplishes an incredible feat or deed. It also allows you to somehow escape certain death, although usually with associated injuries. Thus Fate Points can be a powerful currency to allow you to avoid dying, but once you are out of them, you are extremely vulnerable.
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