To copy over an answer to this that I posted on the Discord:
Broadly, no. While not a hard and fast rule, you as GM are probably better off if you rule that a particular truth might affect an unusual attack or an attack in difficult circumstances (like allowing an Expert Marksman to attempt a Ranged attack at an extreme distance). A âSeasoned Commandoâ might reduce the difficulty of attacks from ambush (because commandos are typically trained for and used more in raids, ambushes, shock assaults, etc.), but not all attacks. Encourage creativity rather than letting such Truths always apply. In similar terms, maybe let certain characters ignore a penalty or just have a bit of relevant info based on their Truths every now and again: often enough that the players feel like their character choices make a difference, not so often that they expect such benefits without some creativity themselves.
Same for the main personal Truths you get from character creation; make them apply when it gives a character permission to try something others canât, or when it gives them an edge in narrow, specific circumstances.
And remember, NPCs have personal Truths too. If players insist on reducing an attackâs difficulty because theyâre soldiers, point out that the Black Sun Trooper firing at them has the Fanatical Infantry truth, and that can apply too. Assuming that such Truths cancel each other out without mention helps streamline things but allows for unusual situations where one side or the other might have an edge.
And from another Discord post on the purpose and function of Truths, and why just handling them by GMâs discretion (which often comes off as being arbitrary or intangible to players) might not work for some groups.
A truth is, functionally, any detail about a scene, character, object, etc., deemed important enough that it can be given mechanical weight. At the bare minimum, they can be thought of as reminders to GM and players alike that âthis thing matters, so consider accounting for it when setting difficulties or determining if a task is possible or notâ.
Create truth as an action or Momentum spend is a convenient way to formalise and emphasise the effects of a characterâs activities. A PC spends an action making sure theyâre well-hidden from a Nachtwölfe patrol, give them a Concealed truth to reflect that, write it down on a sticky note/post-it note (or, my preference, a dry-wipe index card) and hand it to the player. When the patrol comes past, the whole table has a prompt to alter the situation (âOK, because youâre concealed, theyâre at +1 difficultyâ or âOK, because youâre concealed they wonât spot you right now unless you draw attention to yourselfâ.
Iâve found them to be a great way to encourage non-combatant characters to get involved in action scenes in creative ways because they still get to have a tangible effect.
But like anything, theyâre a tool in your toolkit as GM, to be used as you see fit. Some groups really lean into the idea, others tend to have Truths fade into the background.