defined by adding points to abilities, and can raise the default levels above their starting point. If a warrior is very good at sword fighting, then that ability would be raised. Once an ability is raised above 20, the character gains a level of mastery (see the game mechanics section). One of the main differences in HeroQuest's use of abilities, as compared to other roleplaying games, is that they are not limited to describing skills and capability, but may also describe areas of expertise, relationships, personality traits, magic spells, technological implants, superpowers and possessions, depending on the genre of the game being played. Each one is equal to the others. Sword fighting at 17 is just as capable as angry at 17. Both could be used to win a sword fight, provided the character is angry. Because of this, a character's personality and relationships are just as important as their skills. Abilities can also augment each other. In the example above, sword fighting 17 and angry 17 could be used together giving a better target number. In play, this means that when players are pursuing goals in line with their character's abilities, they can be extremely capable and are more likely to see success than if they ignore some of those building blocks. There are a few more types of abilities, such as equipment, followers, and magic. Everything is defined using the same system. The adaptability and ease of expansion of these basic concepts are what helped make the system popular for use in other settings and genres among its followers. Game mechanics The resolution mechanic is built around a pair of twenty-sided dice. One die is rolled for the character's ability, the other for the resistance, a score chosen by the narrator. This can be an ability of a supporting (non-player) character or a resistance score of an impersonal obstacle or a force of nature. In HeroQuest players do not compare the numbers thrown, but instead compare the implied results. Results rank from fumble through failure and success to critical. A success is scored if the die roll does not exceed the ability score, with a 1 indicating a critical success. If the die roll exceeds the ability score, the result is a failure, while a 20 indicates a fumble (critical failure). The two results are then compared to determine the level of victory (or defeat): Complete – results