OPPOSED ATTRIBUTE SCORE TEST
When an adventurer tests an ability against another adventurer or non-player character:
- Take the Attacker's current Attribute Score for the ability being tested
- 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
- The result is the Degree of Success for the Attacker
- Next, take the Defender's current Attribute Score for the ability being tested
- 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
- Compare the Attacker's and Defender's results to determine who succeeds and who fails the Opposed Attribute Score Test.
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.
A Degree of Success result from 0 to +10 succeeds and the attempted task completes.
However, if the Degree of Success results in -10 to -1, then the attempted task failed, and negative consequences for failure apply.
These 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.