Resolution Mechanics

There are three different types of tests: Simple Tests, Contests, and Combat. All three of these tests will normally be resolved using General Abilities. Investigative Abilities should only be tested in moments of extreme drama and should never be tested in order to find a clue.

Quick and Dirty Test Explanations

A Simple Test is when an investigator attempts to do something without someone or something trying to oppose him. A Contest occurs when the Investigator is attempting to use an ability and someone or something is opposing him. Combat occurs when the Investigators have no other choice but to fight.

Simple Tests

A simple test occurs when the Investigator attempts a difficult action without active resistance from another person or entity.

  1. The Keeper decides on a target number from 2 to 8. This number is kept a secret from the Investigator.
  2. The player may choose to spend any number of points from the relevant ability pool, to add to the final die result. These points are lost.
    • IE: An Investigator making a Disguise check can spend points from his Disguise pool to add to his roll.
  3. The player rolls a single die and adds the points; if the result is equal to or higher than the Difficulty Number, the character succeeds.

Contests

Contests are ongoing tests which occur when two characters actively attempt to thwart one another. Chases and auctions are examples.

  1. Decide who goes first in order, first to flee, lowest rating, NPC, die roll.
  2. Each participant takes turns to roll against a Difficulty, usually 4.
  3. The player may choose to spend any number of points from the relevant ability pool, to add to the final die result. These points are lost.
  4. The player rolls a single die and adds the points; if the result is equal to or higher than the Difficulty Number, the character succeeds.
  5. The contest continues until a character fails a roll. The opponent wins.

Fighting (pg 60-61 ToC)

Fights are slightly more complicated contests. They are contests between Scuffling vs. Scuffling, Scuffling vs. Weapons, Weapons vs. Weapons, or Firearms vs. Firearms.

  1. The aggressor is the first combatant to move against the other
    • When the status of aggressor and defender are unclear, the combatants compare their current pool numbers in the abilities they are using.
      • The character with the highest number gets to choose if they are the aggressor or the defender.
  2. A contest between the two abilities begins.
  3. The difficulty number is the opponents Hit Threshold. If you roll equal to or over the Hit Threshold you deal damage.
    • Hit Threshold is determined by a characters Athletics. An Athletics rating (not current pool) of 8 or more gives the character a Hit Threshold of 4. All other characters have Hit Thresholds of 3.
  4. To deal damage roll a d6 and modify the roll using the table below.
  5. The final damage result is subtracted from the opponent’s Health pool.
    • Unlike other contests, you do not lose if you fail a test roll. Instead you are forced out of the fight when you lose consciousness or are seriously wounded.
Weapon Type Damage Modifier
Fist, Kick -2
Small improvised weapon, blackjack, bullwhip, nightstick, knife -1
Big improvised weapon, machete, heavy club, fireplace poker, light firearm 0
Sword, heavy firearm +1

Free-For-All Combat

Determine an order of action, ranking all participants in the combat according to their present pool values in the fighting skills they’ll be starting the fight with. Ties are broken in favor of characters with higher ratings in those skills. This order is always used.

  1. When called upon to act, each combatant may strike at any opponent within range of his weapons.
  2. The player may choose to spend any number of points from the current fighting pool (Scuffling, Weapons or Firearms) to add to the final die result. These points are lost.
  3. For each attack (usually one), the participant rolls a single die and adds the points; if the result is equal to or higher than the opponents Hit Threshold, the participant succeeds.
  4. The participant rolls damage, adjust according to weapon type and armor.

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Resolution Mechanics

The Armitage Files DeadlandsDan