The One Rule

To play ForeSight you learn one rule. It's called resolution, and it runs every uncertain thing anyone attempts — a task — from picking a lock to winning a trial. Everything else in this book is that rule applied to a situation, or an example of applying it. Learn this page and you can run the game from memory.

The core

Every ability — an attribute (innate, like Strength or Perception) or a skill (trained, like Firearms or Stealth) — has a Score and a Base Ease Factor (BEF).

To resolve a task, judge how hard this particular attempt is as an ease-factor modifier, add it to the BEF to get the Ease Factor (EF), and multiply:

SC = Score × Ease Factor

Roll D100. Roll ≤ your Success Chance and you succeed.

*Amy fires a stun pistol at a suspect. Firearms BEF 3; the suspect is 12 m off (−2 range) and moving (−2), but she braced (+1), aimed (+1), and the pistol is well-balanced (+1). EF = 3 − 2 − 2 + 1 + 1 + 1 = 2. Her Firearms Score is 17, so SC = 2 × 17 = 34%. That is about as complicated as it ever gets.*

How ease factors work

Ease factors aren't a linear scale at the bottom — they run:

0 — ¼ — ½ — 1 — 2 — 3 — 4 — 5 — 6 — 7 — 8 — 9 — 10 — 11 — 12 — 13 — 14 — 15

Adding a modifier moves right along the ladder, subtracting moves left. Sum every modifier first, then apply it (6 + 10 − 4 is 6 + 6 = 12, not 15 − 4). EF can't fall below 0 (flatly impossible) or rise above 15 (as easy as things get). A Score over 20 counts as 20 but adds +1 EF per 3 points above — written 20+1 (23–25), 20+2 (26–28)… — which is how the truly gifted do what lesser mortals simply cannot.

One step is a big lever, and it scales with skill. In the sweet spot, +1 EF adds your whole Score to the SC — Score 15 going EF 5→6 jumps 75%→90%. Down at the ¼/½ rungs a step is worth about half your Score. Two consequences: modifiers stay small (a typical situational modifier is ±1 or ±2 — each is already potent), and the same good conditions help a skilled character more, which is exactly right.

Fractions round to nearest (½ or more rounds up): Score 13 at EF ¼ → 3.25 → roll ≤ 3.

Designer's Note — a lever you can feel. One EF step is a big lever, and a fixed-size one: because SC = Score × EF, a step moves your success chance by your whole Score in points wherever you sit on the range — 30%→45% and 60%→75% cost the same single step. Almost no other dice engine can say that. A 2D6 or 3D6 bell curve gives a lever that's huge near the middle and near-useless at the tails, so a +1 barely dents a long shot or a near-certainty. A flat D20 is the reverse — a modest lever in the middle that turns brutal at the 1/20 edges, and the change in odds is nastier still. A raw flat D100 is the cautionary tale: a flat +10 runs 10→20 (doubling your chances) in one place and 45→55 in another — the "same" modifier doing wildly different work, a giant lever with poverty traps at the bottom. (Savage Worlds' exploding dice are more erratic yet.) Score × EF is deliberately none of these: the same-sized step wherever you pull it.

Competence at a glance

What a Score buys you on an ordinary task (a typical BEF ≈ 5, no modifiers):

Score Who they are SC on an average task
5 rank amateur 25%
10 capable 50%
15 seasoned professional 75%
20 expert 100%
20+3 (26+) master — only a natural 100 fails over 100%

Challenge at a glance

What the situation is worth. This table is really all you need to remember — every other modifier in the book is an example of it.

The task is… Modifier
Trivially easy +5
Very easy +3
Relatively easy +1
Average +0
Relatively hard −1
Very hard −3
Extremely hard −5
Near impossible −7

Modifiers accumulate, and can run past either end: wounded and firing at a small, distant, dodging target with a badly-made gun can pile well below −7. So it should be.

Success comes in degrees — Quality Ratings

One roll tells you whether and how well. Read the Quality Rating (QR) off where your roll fell under the SC:

Your roll QR
≤ SC ÷ 10 QR1 brilliant
≤ SC ÷ 4 QR2 good
≤ SC ÷ 2 QR3 solid
≤ SC QR4 scraped through
> SC QR7 failure
> SC and a multiple of 10 QR10 fumble — it went wrong

Two hard limits: a roll of 100 is never better than QR7 (even a near-certainty can fail), and 99 is never better than QR4 (you can always succeed, but never brilliantly, on a 99). (The character sheet's Resolution Table precomputes the four thresholds so you never divide at the table.)

Read one column: fast, good, or much

A QR1 is quick or superb or plentiful — never all three. Decide before you roll what was at stake, and read only that column:

Never penalize the same choice twice. If you took a penalty to do it a certain way, success already includes that thing. Pick the lock fast under a haste penalty and a plain success means you were fast — no separate Time roll on top. Call the head-shot at a penalty and a hit lands where you aimed. Pay once, up front.

Half of all successes are QR4 — twice the time, a quarter of the take — and that's just life: the plumbing rarely gets fixed well. When a result is hidden (was the alarm well-installed?), a failure yields and takes time exactly as a QR4 would; the dice stay quiet and the GM knows.

Speed answers "why can't I just try again?"

No special rule needed. A failure already spent the time — a QR7 eats ~200% of the estimate, same as a QR4 success — so retrying isn't free, and when time matters the guard is coming. A QR10 shuts the door: you've fouled the approach (snapped the pick, convinced yourself the safe turns the wrong way) — find another way. The worst-to-best conga line never forms.

Opposed resolution — oppose or build

Tasks rarely stand alone. Two moves cover every chain:

Worked examples

Random QR

When you need a QR out of nowhere — area damage catching a bystander, how well an unseen NPC did their job — roll D10: 1→QR1, 2→QR2, 3–5→QR3, 6–10→QR4.

Designer's Note: resolution is adapted from Victory Games' James Bond 007 — the finest published RPG of its era — generalized, then beaten into shape by four decades of play. It is not negotiable: a cleverer-looking dice engine was built to replace it, looked fine on paper, and failed at the table. Score × EF works because the value is a percentage, and people understand percentages and multiplication in their bones. The QR scale is the secret engine — combat damage, a chase's gained ground, an interrogation's leaked truth, a forged passport's quality are all "read the QR in the column that matters." Learn these two things and the rest of the book is examples.