Inspiration flashbacks are a powerful tool which allow the GM and the players to become more invested into a character by detailing its back story.
Here are some examples of Tests that a player wanted to re-roll for their characters, their flashbacks, followed by the ruling of the GM for how it affects future situations.
The Test failed was Persuasion to distract a farmer to leave a coral area to check on his wife.
“I come from a broken family. Lot’s of childhood trauma. I would see my mother leaving at night after my father would fall asleep, drunk. I soon recognized she had an affair. Many affairs. I now know the signs of cheating, and it is always ugly.”
The GM allows DM +1 for any Tests involving Persuasion and counsel for romantic relationships.
The Test failed was to rustle a horse she wanted to steal to make no fuss, to follow her though she has no Husbandry skills.
“Years ago, when I was starting out, I stole from a local prince. There I was on the second floor of his bedroom about to take something of value, I forget what, but I was soon discovered. I jumped out of the window and crashed atop a tent near the horse stable and landed softly on a bale of hay. I rolled over to see a very nice horse, one of the prince’s I presumed. It was startled, but I calmed it and eventually was able to convince it I was no threat. I rode away with it that day and sold it later, of course. From that day forward, I vowed to create a genuine connection with every horse that I meet.”
The GM allows DM +1 for any Tests involving calming or persuading horses to trust her.
The Test failed was Close Combat against Desert Spiyiders who were about to overwhelm him.
“My father and mother when travelling through the northern desert one night camped at an oasis. They did not realize it was a Spiyider nest. I was just a teenager and I saw my mother being overwhelmed by these dog-sized creatures. My father lost an arm, but we were able to escape after I myself was able to kill a couple of the smaller ones. From this moment onwards, I always will enthusiastically attack such monsters without hesitation.”
The GM allows DM +1 for any Tests involving attacking Spiyiders.
The Test failed was a Navigation test during the starlit night to determine bearing and not become lost during travel.
“My father and I used to do a lot stargazing when he was alive. We’d stare at the night-sky for hours at a time. Is that the constellation of the duck? Which way was the celestial north? Was that a shooting star? One night there was a terrible meteor shower which rained death upon our village at night. My father died that night. Did dad die from liver failure, or was it a shooting star? I’m not sure any more, but I always pay attention to stars even more in his memory.”
The GM allows DM +1 for any Tests involving navigation at night, and anything involving sky-watching.
The Test failed was Stealth while attempting to avoid being detected by a cult of priestesses when pilfering cavern shrooms.
“When I was much younger than I am now, I used to sneak around the village and stole the coins from the safe area a wealthy but horrible merchant. He was in the other room each time. I did this often and was never caught. This was how I was able to join the local Thieves’ Guild at such a young age.”
The GM allows DM +1 whenever pilfering while being stealthy.