4.4.1 Advanced Procedure
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Your GM frames the contest.
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You choose a tactic, and figure your PC’s target number (TN) using the rating of your ability, plus or minus modifiers the GM may give you.
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Your GM determines the resistance. If two PCs contend, your opponent figures their TN as described in step 2.
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Roll a d20 to determine your degree of victory or defeat, then apply any bumps. Your GM does the same for the resistance. Compare your rolled number with your TN to see how well you succeeded or failed with your ability. Remember to apply any bumps from masteries or hero points.
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Determine victory or defeat
1. Determine degree of victory. Compare your success or failure with the GM’s on the simple contest table.
2. Determine benefits of victory or consequences of defeat.
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Describe the outcome based on the story obstacle.
4.4.2 Degree of Victory
4.4.2.1 SIMPLE CONTEST TABLE
Roll | Critical | Success | Failure | Fumble |
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Critical | Better roll = Marginal Victory, else tie | Minor Victory | Major Victory | Complete Victory |
Success | Minor Victory | Better roll = Marginal Victory, else tie | Minor Victory | Major Victory |
Failure | Major Victory | Minor Victory | Better roll = Marginal Victory, else tie | Minor Victory |
Fumble | Complete Victory | Major Victory | Minor Victory | Tie* |
- In a group simple contest (see below), your GM may declare that both contestants suffer a *marginal defeat to indicate that, although their results cancel out with respect to each other, their situation worsens compared to other contestants.
Sections
- 4.1 Simple Contest
- 4.2 Group Simple Contest
- 4.3 Advanced Simple Contests
- 4.5 Advanced Group Simple Contest