The scenarios often involve investigations, where the characters try to obtain information and collect evidence.
Before any dice roll, the GM can declare an automatic success if the character has the right idea at the right time (or the perfect line that resonates with their interlocutor, the right equipment, etc.). A good idea should never be blocked by a failed test!
Obtaining information from an uncooperative individual
Social tests with a difficulty level that depends on the nature of the information. The GM can apply a disadvantage or advantage depending on the relationship with the person.
- Asking someone if they heard or saw something: easy.
- Asking a specialist to do research on behalf of the character: average.
- Obtaining a confession from a criminal: difficult.
Obtaining permission from an individual
A mental test with a level of difficulty that depends on the nature of the authorization. A disadvantage is applied if the individual is suspicious.
- Asking the guard for permission to enter his building: easy.
- Obtaining an official document quickly/by trickery/by deception: average.
- Gaining access to a military zone: difficult.
Finding clues in a place
A mental test with a difficulty level that depends on how well the clues are disguised. A disadvantage is applied if the clue is encrypted, for example.
- Finding a personal journal: easy.
- Finding shell casings after a shooting in the forest: average.
- Finding traces of blood in a place that has been carefully cleaned: difficult.
Stalling the plot
During an investigation, a failure shouldn’t leave the plot stalled. The outcome shouldn’t simply be: you find nothing, or it doesn’t work. A failure should lead to a negative development: an alarm goes off, the other party gets offended, precious time is wasted, etc.
In any case, even if they fail, the character should find something, even a minor clue.
