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:

  1. Take the Attacker's current Attribute score for the Attribute used
  2. The Attacker rolls 2d6-2d6 to determine their circumstance or luck modifier
  3. The Guide modifies Attacker's current result by any other circumstance modifiers the Guide would like to apply.
  4. 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.

  1. Next, take the Defender's current Attribute score for the Attribute used
  2. The Defender rolls 2d6-2d6 to determine their circumstance or luck modifier
  3. The Guide modifies the Defender's current result by any other circumstance modifiers the Guide would like to apply
  4. Combining the Defender's Attribute, Roll, and Modifiers results in their Degree of Success to defend against the Attacker.
  1. 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:

  1. Start with one adventurer's, the Attacker's, current Strength from -10 to 0 to +10, for this example +3
  2. The Attacking player rolls 2d6-2d6 to determine their circumstance or luck modifier from -10 to 0 to +10
    1. The Attacking player rolls -5, making their current result -2
  3. Modify the result by any other circumstance modifiers the Guide provides
  4. The Guide applies no penalty (-10 to -1) and no bonus (+1 to +10) modifiers.
  5. The Attacker's Degree of Success would be a final value from -10 to 0 to +10, in this case -2.
  6. Next, take the Defender's current Strength from -10 to 0 to +10, for this example +1
  7. The Defending player rolls 2d6-2d6 to determine their circumstance or luck modifier from -10 to 0 to +10
    1. The Defending player rolls -4, making their current result -3
  8. Modify the result by any other circumstance modifiers the Guide provides
  9. The Guide applies no penalty (-10 to -1) and no bonus (+1 to +10) modifiers.
  10. 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.
  11. However, the Attacker result was lower than 0, so the attacker loses 2 points of Strength Reserve from the effort to win the round.
  12. 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