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ShatteredPrism:Rules Book
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==Task Resolution== ===Unopposed Rolls=== ;Unopposed Roll:An unopposed roll would be an action where there is a chance of failure, but one is attempting to utilize their skills to overcome this chance, but is not actively contesting another character. Examples include picking a lock, disarming a bomb, or hacking into a computer. ;Determine TN:When declaring an unopposed action, first the player must first determine their Target Number (TN) for the attempt. This is done by taking the value of an appropriate skill, and multiplying it by the value of the primary attribute attached to that skill. This is the base TN. Next apply any modifiers given by the GM, Gear or by Skill Specialties. This is the final TN use for the roll. ;Roll under Target = Success:Once a target Number is determined, the player makes a Percentile roll, and if the result of that roll is less than or equal to the TN, the attempt succeeds. If the result is higher than the TN, the attempt fails. ;Degree of Success:If using the optional rules for degrees of success, the closer the result is to the TN without going over, the greater the success. Think of the Showcase game from the gameshow ‘The Price is Right’, in which the object is to guess as close to the actual price of the showcase without going over. This is the objective for rolling for degree of success. ;Desperation:Sometimes situations and modifiers will occur which will reduce the chances of a character succeeding at an attempted action. In such cases, the player may elect to spend Energy points in order to raise the *Target Number* for that roll, thereby increasing the chance that the dice will roll *under* the new Target Number. Any such use of Energy must be declared before the dice are rolled. Note that the player has the right to know what modifiers will be applied to the TN before rolling the dice. ===Opposed Rolls=== ;Opposed Roll:An opposed roll is any action in which there are two or more participants, and one party is actively resisting the efforts of the other. Examples include one character trying to shoot another, two hackers fighting each other for control of a system, or a police officer trying to run down a fugative. In all Opposed rolls, there is an Actor and a Reactor. In the case of combat, the Actor is the one making an attack, and the Reactor is the one defending. Other situations may not be so clear as to who is Actor and who is Reactor, but follow this rule of thumb: Whoever initiated the event or action which requires dice to be rolled is assumed to be the Actor, and whoever must use a roll in an attempt to stop the action is considered the Reactor. Opposed rolls come in two varieties: Simple and Complex. ;Simple Opposed Roll:This is for situations where speed of game play is preferred over added detail, and is what will be used most often in combat (with a few exceptions, noted in the combat rules section). After the Actor makes their roll as per an Unopposed Roll, following which the Reactor must then make their own roll against their chosen skill. Whichever player comes closest to their Target without going over wins the contest. Example: Bob is attempting to punch Dave in a fist fight. Bob’s Target is 49, and Dave’s is 34. Bob rolls his dice and comes up with 39. Since Bob’s initial check succeeded, Dave must now roll against his Target of 34, and comes up with 30. Since Bob is 10 away from his target and Dave is only 4 away, Dave wins the contest. ;Complex Opposed Rolls:Initially making a complex opposed roll is identical to a simple opposed roll. The Actor makes a percentile roll and attempts to roll under their TN to succeed. However, once the Actor does roll under their target, things work differently. The Result of the roll is then passed onto the Reactor. *Their* goal is now to not only roll *under* their *own* TN, but also to roll *higher* than the result of the first roll! Example: Bob is trying to shoot Dan. Bob’s TN is 56 and he rolls a 33. Dan must now roll against his TN of 45 as well as the result of 33. In order to successfully dodge (and cause Bob to fail), Dan must roll lower than 45, and higher than 33. ===Quality of Success=== ;Quality of Success: In nearly all instances, simply succeeding is not enough. Players need to know how *well* they succeeded. To determine this, a character’s Gear will work to enhance the quality of success. In combat terms, Quality of Success is part of what determines damage dealt. ;Base Quality:The base quality is equal in value to the tens digit on the dice rolled, plus one. If the roll was 56, the base quality is 6. If the dice roll is 03, then base quality is 1. ;Gear Mods:The Gear a character uses will often determine how well a character did in a task. All pieces of Gear will have a Success Mod. To get the final quality of success, take the base quality and multiply it by the Gear’s Success Mod. If the base quality is 3 and the Gear’s mod is x4, then final quality is 12. Only the highest Success Mod of any Gear used in the attempt can be factored into Quality, unless the character has one of the Gear Head advantages. In the case of combat and weapons, this final quality determines damage done. ;Degree of Success:If using the optional DoS rules (see below), then this can enhance or degrade the final quality. Any Normal success results do not modify the final quality. Marginal successes reduce final quality by 1/4. Critical successes increase final quality by 1/4. Perfect successes increase final quality by x2.
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