Paul’s guidelines are what our group used, and they got us in as smoothly as can be expected. Good luck!
Chris
PS - Paul (unending font of all things wonderful) also posted this cheat sheet which our boys use. It needs to go on the wiki methinks:
Basic Mechanics Cheat Sheet
All Skills
• Basic formula: skill exponent + FoRK a Wise + FoRK a non-Wise + help + Artha
• Fields of Related Knowledge must tie into narrative
• Mark your roll’s difficulty so you can advance your skill!
• GM may grant a single +1D advantage, and/or multiple +1Ob disadvantages
• Default independent Ob is 3
• In a versus test, players may agree to root stat tiebreaker roll
Help
• Help can come from any other character (player, GM, NPC)
• Help comes from a single relevant Wise or non-Wise
• +1D to the test if exponent 1-4, +2D to the test if exponent 5+
• Granting help dice counts toward advancement as if the helper had made the roll.
Linked Tests
• Prior skill tests can grant +1D to a future roll.
• Failure of a linked test grants +1Ob to a future roll.
Infection
• Use the basic skill formula
• Most prominent character makes roll
• Non-Wise FoRK allowed only from the Maneuver’s skill list. Regular Wise FoRK also allowed
• Players who granted help dice may help with Infection
Resources
• Resources formula: Resources exponent + linked test + help + Artha
• Linked test only from relevant Wises
• May Bargain for –1 to Resources cost (p 368 )
• Characters who help are taxed along with the character making the roll
• Failure causes tax (p. 361). GM may grant Gift of Kindness
• Advantage dice: +1D if item is your Primary Export
• Obstacles: +1Ob if off-world or item is quarantined; various Ob increases per regulations (p 364, ignored if purchased through Black Market)
• Advance Resources only on a successful roll!
Circles
• Circles formula: Circles exponent + Reputations + Affiliations + linked tests + help + Artha
• Linked tests only from Resources, Finance, Administration, Estate Management, Bureaucracy, relevant Wises
• Help may come only from other characters’ base Circles
• Count Reputation only if using Circles in your home area. Count Affiliation only if using Circles to find someone with the same Affiliation
• Obstacle based on a table. See p 348.
• On 1 or more MoS, name character to gain +1D to find him again.
• On failure, GM may invoke Enmity Clause
• Infamous Reputation: +1Ob within that faction/group, or apply without penalty to opposed factions/groups.
Duel of Wits
• Use the basic skill formula
• Non-Wise FoRK may come only from the chosen action’s skill list, as well as the following list: Etiquette, Falsehood,
Ugly Truth, Seduction, Soothing Platitudes, Conspicuous, and Intimidation. Wise FoRKs are normal.
• Unless winner loses no disposition, loser gains a compromise
Firefight
• Use the basic skill formula
• Non-Wise FoRK may come only from the chosen action’s skill list
• Help is limited to one 2iC or specialist, or any number of named characters. Units can also help one another in some cases.
• Unless winner loses no disposition, loser gains a compromise
Die of Fate (damage!)
• Roll a d6
• +1 to DoF if roll exceeded Ob by 1, +2 if roll is double the shot’s Ob, +3 if roll is triple the shot’s Ob.
• Compare total to weapon’s IMS