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The important thing to remember with simple contests is that there's one roll, period. That single roll covers the whole conflict. If you fight some guy, and he gets a marginal success, you get your bell rung and, in some way that makes sense, the fight ends... it takes the fight out of you, whatever.

  1. State your goal and the ability your hero uses.
  2. Figure your target number, using the ability rating and any modifiers.
  3. The GM selects the resistance.
  4. Roll a die to determine your degree of success of failure, then apply any bumps (from Masteries or spending Hero Points). The GM does the same for the "other side".
  5. Determine level of victory or defeat (see the Simple Contest Results table, below).
  6. Determine contest consequences (see the Contest Consequences table, below).

Simple Contest Results

  Opponent's Roll  
Player's
Roll
CriticalSuccessFailureFumble
CriticalLow roll: Marginal victory, or tie.PC: Minor Victory.PC: Major Victory.PC: Complete Victory.
SuccessPC: Minor Defeat.Low roll: Marginal victory, or tie.PC: Minor Victory.PC: Major Victory.
FailurePC: Major Defeat.PC: Minor Defeat.Low roll: Marginal victory, or tie.PC: Minor Victory.
FumblePC: Complete Defeat.PC: Major Defeat.PC: Minor Defeat.Tie*
* The GM might declare the both contestants suffer a marginal defeat to indicate that, although their results cancel out, both their situations still worsen.

Contest Consequences

Contest
Result
Defeat
Level
Penalty Assessed
to Appropriate Abilities
Resistance to
Mundane Healing
Resistance to
Magical Healing
HurtMarginal-114*14
ImpairedMinor-10% off ability's rating1714
InjuredMajor-50% off ability's rating5W14
DyingCompleteNo actions allowed.20W14
* Victory at the healing check heals all hurts. Healing 4 or more hurts at once faces a resistance of 6 +3 per additional hurt over the first.
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Page last modified on April 18, 2007, at 12:42 PM by Alexandre Santos

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