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.