====== SALVAGE SPACE: TASK RESOLUTION ====== Adventurers face a variety of hazards, risks, obstacles, and opportunities while exploring the depths of space. These break down into two broad categories of task to resolve: - Unopposed - Opposed ===== Unopposed Tasks ===== Unopposed tasks pit the Attributes, Skills, and Abilities of the Adventurer against the odds where no one actively attempts to stop them from succeeding. Unopposed Task Resolution in Chronology consists of steps: ☐ **ADVENTURER ATTRIBUTE** \\ The Adventurer starts with a temporary result equal to the current value of the core [[Attributes]] used for the relevant [[Skills]]. ☐ **ADVENTURER SKILL** \\ The Adventurer modifies their temporary result with the current value of the relevant [[Skills]] attempted for the task. ☐ **ADVENTURER LUCK** \\ The Adventurer modifies their temporary result with a **2d6-2d6** dice roll for the current luck and circumstance that affect the task. ☐ **DIFFICULTY MODIFIERS** \\ A Guide may modify the Adventurer's temporary result with a Difficulty value to account any other circumstantial factors that may affect the Adventurer's chance for success. ☐ **ADVENTURER DEGREE OF SUCCESS** \\ The final result of the Adventurer's Attribute, Skill, and Luck, modified by the Guide's Difficulty result in a **Degree of Success** within the range of -10 (Extreme failure) to 0 (barely successful) to +10 (Extreme success). ==== Unopposed Task Example ==== An Adventurer wants to perform a complex acrobatic movement in "zero-gee" microgravity. Their **Agility** attribute is +1 and their **G-Movement** skill is -4 (Novice). The Guide sets no additional Difficulty on the task. The Adventurer rolls **2d6-2d6** If the Adventurer's roll totals to +3 or greater, the movement is a Success. If the Adventurer's roll totals to less than a +3, the movement attempt Fails. The Guide may take the Degree of Success or Failure into account when describing additional results from the task attempt. ===== Opposed Tasks ===== An Adventurer makes a task resolution check against some Opposition, which may be represented by the Guide in the case of Non-Player Character task or conflicts, or by another Adventurer in Player-versus-Player tasks or conflicts. Opposed Task Resolution in Chronology consists of the following steps, starting with the same steps the Adventurer uses for Unopposed Tasks: ☐ **ADVENTURER ATTRIBUTE** \\ The Adventurer starts with a temporary result equal to the current value of the core [[Attributes]] used for the relevant [[Skills]]. ☐ **ADVENTURER SKILL** \\ The Adventurer modifies their temporary result with the current value of the relevant [[Skills]] used for the task. ☐ **ADVENTURER LUCK** \\ The Adventurer modifies their temporary result with a **2d6-2d6** dice roll for the current luck and circumstance that affect the task. ☐ **GUIDE DIFFICULTY MODIFIERS** \\ A Guide may modify the Adventurer's temporary result with a Difficulty value to account any other factors that may affect the Adventurer's chance for success. ☐ **ADVENTURER DEGREE OF SUCCESS** \\ The final result of the Adventurer's Attribute, Skill, and Luck, modified by the Guide's Difficulty result in a **Degree of Success** in the range of -10 (Extreme failure) to 0 (barely successful) to +10 (Extreme success). For an Opposed Task, as the Adventurer determines their **Degree of Success**, the Opposition does the same: ☐ **OPPONENT ATTRIBUTE** \\ The Opponent starts with a temporary result equal to the current value of their core [[Attributes]] used for the relevant [[Skills]] ☐ **OPPONENT SKILL** \\ The Opponent modifies their temporary result with the current value of their relevant [[Skills]] used for the task. ☐ **OPPONENT LUCK** \\ The Opponent modifies their temporary result with a **2d6-2d6** dice roll for the current luck and circumstance which affect the task. ☐ **GUIDE DIFFICULTY MODIFIERS** \\ A Guide modifies the Opponent's temporary result with Difficulty values to account for any other factors that may affect the Opponent's success. ☐ **OPPONENT DEGREE OF SUCCESS** \\ The Opponent's Attribute, Skill, Luck, and Difficulty Modifiers result in their **Degree of Success** in the range of -10 (Extreme failure) to 0 (barely successful) to +10 (Extreme success). Finally, the Adventurer's Degree of Success is compared to their Opponent's Degree of Success to find the winner of the Opposed Task. Depending on the Guide, ties may go to the Adventurer, the Opponent, or may be re-rolled. ==== Opposed Task Example ==== An Adventurer wants to fire their pistol at an Opponent. Their **Dexterity** attribute is +1 and their **Ranged Combat** skill is -4 (Novice). The Guide sets no additional Difficulty on the task. The Adventurer rolls **2d6-2d6** and gets a +1 for a total **Degree of Success** of -2 (+1 and -4 and +1) The Opponent wants to Dodge the incoming shot by diving for cover. Their **Agility** attribute is -1 but their **Gymnastics** Skill is +2. The Opponent rolls **2d6-2d6** and gets a +5 for a total **Degree of Success** of +6 (-1 and +2 and +5 ) The Opponent's +6 to Dodge is much higher than the Adventurer's -2 to shoot, so the Opponent successfully dodges the incoming fire. The Guide may take the Degrees of Success or Failure into account when describing additional results from the Opposed Task attempt. ▲ [[:Chronology:]] ~~DISCUSSION~~