====== SALVAGE SPACE: OPPOSED ATTRIBUTE SCORE TEST ====== If the conflict requires resolving tasks with no apparent relevant Attributes or Skills, refer to [[Core Mechanic]] instead. If one or both sides of the conflict possess Skills relevant to the situation, refer to [[Task Resolution]] instead. The steps and examples below detail how to resolve an Opposed Attribute Score Test, assuming both the Adventurer and their Opposition do not possess a relevant skill to include as part of the test. When an Adventurer tests an Attribute against another Adventurer or non-player character: - Take the Attacker's current [[Attributes|Attribute]] score for the Attribute used - The Attacker rolls **2d6-2d6** to determine their circumstance or luck modifier - The Guide modifies Attacker's current result by any other circumstance modifiers the Guide would like to apply. - Combining the Attribute, the Roll, and the Modifiers results in a Degree of Success for the Attacker A Degree of Success result from 0 to +10 succeeds and the attempted task completes. The the Total result of the Attribute, Roll and Modifiers exceeds +10, cap the result at +10. However, if the Degree of Success results in -10 to -1, then the attempted task failed, and negative consequences for failure apply. As before, if the Total result of the Attribute, Roll, and Modifiers exceed -10, cap the result at -10. - Next, take the Defender's current [[Attributes|Attribute]] score for the Attribute used - The Defender rolls **2d6-2d6** to determine their circumstance or luck modifier - The Guide modifies the Defender's current result by any other circumstance modifiers the Guide would like to apply - Combining the Defender's Attribute, Roll, and Modifiers results in their Degree of Success to defend against the Attacker. - Compare the Attacker's and Defender's results to determine who succeeds and who fails the Opposed Attribute Score Test. ===== Simple Success ===== **Attacker Wins**: If the Attacker's result is greater than the Defender's result, the Attacker wins the Opposed Attribute Score Test. **Defender Wins**: If the Defender's result is greater than the Attacker's result, the Defender wins the Opposed Attribute Score Test. **A Draw**: If the Attacker and Defender's results are the same, the Opposed Attribute Score Test is a draw for that round. ===== Complex Success ===== Opposed Tasks can result in more complex sitations and possible results if desired: **Attacker Succeeds, Defender Succeeds** \\ **Attacker Succeeds, Defender Fails** \\ **Attacker Fails, Defender Succeeds** \\ **Attacker Fails, Defender Fails** \\ ===== Failures ===== Negatives can apply to either the Attacker or the Defender, whomever scores a Degree of Success below zero. The normal consequence for a failed Opposed Attribute Score Test is Attribute Reserve Damage. The Degree of Success from -10 to -1 represents how many Attribute Reserve points are temporarily lost from that Attribute's Reserve. On a particularly bad failure of -10, the Attribute Reserve Damage was so severe that it continues to add Residual Reserve Damage by 1 additional point each turn until healed or repaired. For example, two adventurers decide to arm wrestle, engaging in an opposed [[Strength]] ability test: - Start with one adventurer's, the Attacker's, current [[Strength]] from -10 to 0 to +10, for this example +3 - The Attacking player rolls 2d6-2d6 to determine their circumstance or luck modifier from -10 to 0 to +10 - The Attacking player rolls -5, making their current result -2 - Modify the result by any other circumstance modifiers the Guide provides - The Guide applies no penalty (-10 to -1) and no bonus (+1 to +10) modifiers. - The Attacker's Degree of Success would be a final value from -10 to 0 to +10, in this case -2. - Next, take the Defender's current [[Strength]] from -10 to 0 to +10, for this example +1 - The Defending player rolls 2d6-2d6 to determine their circumstance or luck modifier from -10 to 0 to +10 - The Defending player rolls -4, making their current result -3 - Modify the result by any other circumstance modifiers the Guide provides - The Guide applies no penalty (-10 to -1) and no bonus (+1 to +10) modifiers. - The Attacker had the higher result (-2) over the Defender's (-3) - the Attacker wins the round, moving the Defender's arm a little closer to the table. - However, the Attacker result was lower than 0, so the attacker loses 2 points of Strength Reserve from the effort to win the round. - The Defender loses 3 points of Strength reserve and lost the round, inching closer to defeat. If the Degree of Success is 0 to +10, then that Strength test succeeded. In the example, a result of +5 is a success. If the Degree of Success was -10 to -1, then that many points are removed from the current Strength Reserve. In the example, if the player had rolled -5 on the dice, with a Strength of +3, the result would be a -2, a failure. If the Degree of Success was -10, then an additional 1 point of Strength Reserve is removed per turn until healed. If the player rolled -5 on the dice, with a Strength of +3, the result of -2 would mean 2 points of Strength Reserve Damage would be counted off. Each 10 points of Strength Reserve lost will also incur a Strength score loss of 1 point as well. ▲ [[:Chronology:]] ~~DISCUSSION~~