The following are suggest steps for resolving all three of the different game activities with the USR game system, it should point the CK in
the right direction for adventure excitement.
The character makes a contested attribute roll against the
people involved.
Relevant situational modifiers and specialism bonuses are
factored. Critical success and fumbles are in effect.
The CK adjudicates what a win and a loss looks like.
The CK decides how many checks should be made but the idea
is to focus on describing the results of a die roll, not to roll many dice.
Usually no more than two or three attempts at an individual
contest can be attempted.
Seduction Example;
The seducer and the victim roll a contested attribute roll
against Ego to find out if the victim resists the seduction. The unwilling
victim and the seducer can modify their roll with apt Specialism, such as
Diplomacy, Seduction, Charm, Court Etiquette, etc. If the victim fails to beat
the seducer’s roll, the seducer is doing well and may continue. Otherwise, the
victim realizes what’s going on. Willing
participants need not make checks to resist a seduction attempt, but simply
give in to their aggressor's advances.
If the victim’s roll succeeds, it means that they realizes
what is going on and lose interest, become angry, find amusement in the
seducer’s efforts, etc.
The seducer can try again, but must subtract 2 from their
roll each time the victim beats their roll.
This penalty is cumulative, with a duration
of 24 hours.