Tutorial #8: Resist Checks
There are several kinds of Check Rolls in Allies of Majesty. Check Rolls are used when attempting to do something other than Striking. In this tutorial we will look at the most common Check Roll, the Resist Check.
A Resist Check is rolled for a character who is trying to Resist the effects a Spiritual Effect, Song, or some other effect that can be Resisted. In Resist Checks, there are two factors to compare. We will call these Factor A and Factor B.
Factor A is most often a Basic Attribute that the character is using to Resist with. The Current value of the Attribute being used to Resist is divided by 10. Everything in Allies of Majesty is rounded down, so round this down to a whole number. For example, a value of 81 and a value of 89 would both be rounded down to 8.
Factor B determines how difficult the effect is to Resist.
For Spiritual Effects that can be Resisted, Factor B is most often 1/10th of the Spiritual Effect’s Resolve Cost rounded down. For example, the Spiritual Effect Swinging Censer has a Resolve Cost of 40. As such, Factor A would be compared against 4 which is 1/10th of 40, the Resolve Cost.
Also in the case of Swinging Censer, the Basic Attribute used to Resist is Control. So, if the Resisting character had 53 Control, that would translate to 5. Factor A, which is 5, would compare to Factor B, which is 4. The difference is 1. The Resisting elohim can make 1 Adjustment to the Resist Check.
For Songs that can be Resisted, Factor B is double the SPP, or Song Potency Points, invested into the Song by the Minstrel. For example, if a Minstrel were putting 3 SPP into a Song, Factor A would be compared to 6.
If an elohim were Resisting using a Resolve of 67, that would translate to 6. Factor A, which is 6, would compare to Factor B, also 6. There would be no Adjustments made to the Resist Check.
Adjusting and interpreting Resist Checks is the same as described in the earlier tutorial on Rolls. However, there is some different terminology with Check Rolls. A positive result is called a Pass. A neutral result is just called Neutral. A negative result is called a Fail.
As always, any unadjusted roll that contains two or more Epic results that are not canceled is considered an Epic Roll.
If an Epic Check Roll consists of two or more uncancelled 12s, the Check is considered an Epic Check. The uncancelled 12s may not be adjusted down in an Epic Check.
An Epic Check with at least three uncancelled 12s automatically succeeds regardless of Adjustments.
If an Epic Check Roll consists of two or more uncancelled 1s, the Check is considered an Epic Failure. The uncancelled 1s may not be Adjusted up in an Epic Failure.
An Epic Failure with at least three uncancelled 1s automatically fails regardless of Adjustments. Adjustments should still be made as they may affect other consequences, but there will always be at least 3 Fails even if Adjustments would result in fewer.
In Resist Checks, and all other Check Rolls, it requires 3 uncancelled Passes for a Check Roll to be successful. For Resist Checks this is called fully Resisting.
When Resisting Spiritual Effects and Songs that cause Wear, the amount of Wear will be displayed using a number and then a smaller number in parenthesis. The number in parenthesis is the amount of Wear subtracted for each uncancelled Pass in the Resist Check. So, it is possible to not fully Resist but still reduce the amount of Wear taken. However, the number in parenthesis is added for each Fail not used to cancel a Pass causing the Spiritual Effect or Song to cause extra Wear. Sometimes Spiritual Effects and Songs will have effects other than Wear that include parenthesis. These are resolved in the same way.
For Example, the Song Thunderous Bolt deals 30 WearR and Falter:6. If the Resist Check resulted in 1 Pass, the Target would take only 20 WearR and Falter:4. If instead the Resist Check resulted in 1 Fail, the Target would take 40 WearR and Falter:8.
This concludes Tutorial #8: Resist Checks. In the next Tutorial we will cover Spiritual Effects.