Complex Trait Test

     A complex trait test is a way to give structure to a non-combat encounter where multiple skills or traits are used, and a simple pass/fail check is not sufficient enough to handle the situation.
     Complex trait tests can handle a variety of situations such as wilderness navigation, crime scene investigation, or athletic endeavors and can highlight the player’s signature skills and give them a time to shine.

Setting up a Complex Trait Test

     To set up a complex trait test, the GM will select at least three different traits that are important to the test and the order that they need to be accomplished, determine the number of successes needed for each trait to pass, and set the number of rounds in which to complete the test. The first trait must be passed in order to move on to the next one. If the characters are unable to pass the first trait, the test is failed. To increase or decrease the difficulty of the test the GM need only adjust the number of success and the timeframe to match the desired challenge.

Running a Complex Trait Test

     To run a complex trait test, the GM will let the party know the first trait that is needed to pass and deal out action cards to the players each round. Edges such as Quick or Level-Headed have no bearing on this test. Any player receiving a club will have a complication four the round and will receive a -2 penalty for the check that round. The players can choose to roll the primary trait for the test or choose a related trait and make a cooperative roll. Each success and raise on a related trait will give a +1 bonus to the primary trait roll, while any critical failures on a primary trait roll will reset the number of successes back to zero. Once the required number of successes has been achieved, the group moves on to the next trait in the test until all traits have been passed or the time runs out and the test is failed.

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Complex Trait Test

Ghost Squad Gatlin