Obvious Outcome: Where the result of an action is { } obvious and automatic (either success or failure) based on roleplayed aspects and/or situations. Resolving Outcomes has multiple perspectives and narrative elements to it.
Fated Outcome: Where no adjustments other than mundane proficiency and stat can be applied. Aspects of Fortune, Luck, Augury, Foresight, etc. and Reward measures cannot be used.
The character or operator lacks the requisite capabilities to use or understand, and the specific experience/exposure. Proficiency is developed using granted capabilities and/or through Character Points. It grants a better chance of success when Outcomes are determined. Learned Features require Proficiency to even attempt. Demanding Features suffer a -1 MQ penalty if attempted without Proficiency.
The character or operator has all the requisite capabilities to use or understand, but lacks the specific cultural and/or technical experience/exposure/frame of reference. This is mostly a GM assessment for a truly alien experience. An operator may spend 1 Character Points to represent a flash of insight for temporary familiarity OR… Significant time to acquire/achieve outside of Character Inception..
The result check determines the quality of success or failure, denoted by an associated Measure of Success; When all the {} adjustments have been applied to an action, the total measure is the resultant outcome. The GM adds narration to enhance the experience.
Measure of Quality (MQ): The result level on which the action succeeds; There is a base level & adjustments shift the effective measure down (neg.) or up (pos.). Boosted Outcomes turn any simple success into a Major success. MQ adjustments do not modify an Outcome to the point of either Disastrous or Extraordinary.
Measure of Success (MS): The target level on the resolution scale; There is a base level & adjustments shift the effective measure left (neg.) or right (pos.). Many effects have a difficulty or ease that adjust chance outcomes.
Measure of Success: Example: +1 = Adjustment to a d20 check.
Non-Proficiency/Familiarity: Follows the standard Proficiency Bonus limits of proficiency. Lack of familiarity in a specific activity means the operator receives no Proficiency Bonus and Advantage can only offset Disadvantage.
Rule of Averages: Hit Points, damage and other factors use a simple/major/critical outcome scale for damage or effects, where a check determines the quality of success or failure, instead of random dice to follow up.
Measure of Success: Example: +1 = Adjustment to the Skill Level check.