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=How Contests Work= '''1. Abilities''' can be pretty much anything, including contacts, personality traits and so on. However, some abilities are tricky and need discussion (e.g. 'Lucky'). We'll sort this out via discussion. Above 20, an ability is called a ''Mastery'', so we go 19, 20, 1M, 2M and so on. You might see me write 1W, but I mean 1M when I do that. '''2. Contests and Target Numbers.''' *''Setting up Contests'' It helps if we know exactly what you are trying to achieve. We will be setting up and resolving ''contests'' rather than ''tasks''. Thus, we might use a single roll to decide if you defeat your enemy. There is no difference, ''a priori'', between combat and other contests. We might decide some contests are automatic successes. *''Target Numbers'' are based on your ability rating +/- your 'Vitality' (see below). I may add 'improvisational modifiers' (you are using 'Sword and Shield Combat' but only have a club and shield) or 'circumstantial modifiers' (terrain, weather, you are trying something particularly easy/difficult/cunning). I may also add modifiers if abilities are very specific and hence (in-)appropriate, or are very broad. *''Augmenting'' You may use a second ability (or another player may) to try to augment your ability. We will roll your ability against a target number of X (it is in the book) to determine how successful this is. '''3. Contest Resolution.''' *''Rolling for Outcomes.'' Two opponents have 2 opposing TN's. If each has a mastery, these cancel (i.e. 2M vs. 13M equates with 2 vs. 13). Each tries to roll under the TN on a d20, so we have a pair of outcomes to match up with eachother: ** 1 = critical ** equal or less = success ** over = fail ** 20 = fumble *''Bumping with Masteries or Hero Points.'' If you have a mastery, you improve your result ('bump') by one step (e.g. I have 4M and roll a 3, I get a critical rather than a success). You may also use a hero point to improve a result in the same fashion. *''Contest Outcomes.'' If you have better than your opponent, you win the contest (low roll wins ties). How much better decides victory level. The victory/defeat level has a numerical effect in terms of lingering effects or states of adversity and narrative results, which I will explain in-game. ** Equal results (e.g. two successes) but low roll decides the tie = Marginal victory/defeat ** One result better (e.g. critical vs. success) = Minor victory/defeat ** Two results better (e.g. critical vs. fail) = Major victory/defeat ** Three results better (e.g. critical vs. fumble) = Complete victory/defeat *''End of the Contest.'' In principle, the contest is now finished. It is possible we will carry things on when there is a particularly important contest. This is a 'chained contest' and runs until one party opts to leave the contest. *''Group Contests.'' There are some neat rules for this now. Beyond these, I will fly by the seat of my pants. It has always worked (or looked like it from where I sit) so far.
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