When a challenge arises which is too intense or with stakes too high to be resolved in a single roll, a conflict occurs. A conflict takes one turn and represents the back-and-forth of some sort of intense struggle. A conflict may represent a fight to the death, a public debate, a pursuit, banishing a spirit, or any number of other situations. Note: conflicts are dangerous! If you lose a conflict, you must give the opponent whatever they want; if the opponent wants you dead, then you're dead. For the sake of skill advancement, you may use a single pass or fail from a versus test per skill per conflict.
Setting the stakes
The first step in a conflict is to declare your intent. Do you want to kill the hobgoblins or just drive them off? Or maybe you're trying to trick the dragon into giving you its treasure? Make it clear what you are trying to accomplish and how. The GM then decides what the opposition is trying to accomplish and what type of conflict this is. The players should then pick a conflict captain. The captain rolls for disposition and has final say on what actions are performed.
|Banish/Abjure||Use this type of conflict when the players are trying to banish a demonic force or drive spirits out of an area.|
|Capture||Use this type of conflict when you're trying to capture your opponents or prey.|
|Convince||Attempts to persuade or cajole trigger the convince conflict. When using this type of conflict, be sure to write down your aim before you roll for disposition. We wouldn't want you to forget.|
|Convince Crowd||If attempting to sway a crowd, quell a riot or incite a mob, use these conflict rules. When using this type of conflict, write down your aim before you roll for disposition.|
|Drive Off||Often, you encounter what you cannot kill—or perhaps killing is too risky—so instead you drive off your opponents. Use this conflict type when you’re trying to injure and drive off your opponents or when you simply stand your ground.|
|Kill||When trying to slay your opponent, you put your own life on the line.|
|Pursue or Flee||When chasing down or running from someone or something, the action happens in a pursue or flee conflict.|
|Trick or Riddle||A few cunning adventurers have mastered the art of tricks and riddling in order to win their spoils. Use this conflict when trying to confuse, befuddle or otherwise obfuscate your opponent. Success indicates your opponent falls for your strategem.|
|Other||If these intents and outcomes don’t suit you, invent your own! You can use the conflict rules for just about anything that requires competition. If you want a cooking challenge, a magical duel or whatever, make a conflict out of it.|
Each team's strength in a conflict is represented by its disposition score. In order to win the conflict, reduce your opponent's disposition to zero. Be careful though, the more your disposition is reduced, the more you'll have to compromise at the end.
To generate your team's disposition, the conflict captain should roll the appropriate listed ability and add that number of successes to the score of the base ability for that skill, e.g. in a kill conflict you would roll Fighter and add it to your health score. Every teammate is considered to be helping for this roll and provide +1D each.
If any member of the team is hungry/thirsty, take -1s to your disposition roll. If the conflict captain is exhausted, take another -1s.
Once both sides have generated their disposition, allot points to each individual member. These are that member's hit points. When an individual loses all of their hit points, they are removed from the conflict until those points are restored. Points must be distributed as evenly as possible.
Before the start of each round, every active participant must declare which weapon they will be using for all 3 actions occurring in the round. Examples of weapons are a sword in a drive off conflict, or bribes in a negotiation. In martial conflicts, being unarmed gives a -1D penalty to all rolls.
Spells and prayers do not cost an action to use in conflicts.
A conflict is divided up into rounds. During each round, each team takes three actions. There are four different actions which can be taken: Attack, Defend, Feint, and Maneuver. Each action is tested differently and interacts with the other actions in different ways. At the start of every round, each team picks three actions in secret. The actions are then revealed one-by-one as the scene plays out. At the reveal of each action, the active player should describe what this action represents in-fiction and any helping players should describe how they are assisting. The active player should then roll the relevant skill.
The Attack action lets you take a shot at your goal. In a fight, this means whacking away at the enemy or filling them full of arrows. In an argument, this means making a strong, direct point. In a chase, it means sprinting straight for the finish.
Attack reduces your opponent's disposition by the margin of success. Attack played against Attack or Feint is an independent test. Attack played against Defend or Maneuver is a versus test. Independent Attack tests against Ob 0.
The defend action protects or strengthens your position, or allows you to regroup. This can mean rescuing a comrade in a fight or covering your tracks in a chase.
Defend increases your disposition by the margin of success. Defend played against Attack or Maneuver is a versus test. Defend played against another Defend is an independent test. Defend does not test against Feint; Feint always beats it. Independent Defend tests against Ob 3.
A feint is a risky trick or sneaky tactic. This might be leading your opponent to say something foolish in an argument or suddenly changing direction in a chase.
Feint reduces your opponent's disposition by the margin of success. Feint played against Defend or Maneuver is an independent test. Feint played against Feint is a versus test. Feint does not test against Attack; Attack always beats it. Independent Feint tests against Ob 0.
Maneuvers are used to gain an advantage over your opponent for future use. In a fight, a maneuver might be a flanking move. In an argument, it might be confusing rhetoric.
Maneuver has three possible effects based on its margin of success.
|Margin of Success||Effect|
|1||Impede: -1D to your opponent's next action.|
|2||Gain position: +2D to your team's next action. Alternately, you may impede.|
|3||Disarm: Remove one of your opponent's weapons, a piece of gear, or disable a trait for the remainder of the conflict. Alternately, you may both impede and gain position.|
Maneuver is a versus test against Attack or Defend. Against Feint or Maneuver, it is an independent test.
All armor gives -1s to successful enemy attacks and feints in martial conflicts. Wearing chain or plate armor or carrying a shield in a fight increase the obstacle for recovery from exhausted.
|Leather||Roll a d6. On a 4+ the armor gives an enemy's action -1s. Can only be used once per conflict. Ineffective against spears, bolts, and arrows.|
|Chainmail||Gives -1s to enemy's action. After every use, roll a d6; on a 1-3 the armor is damaged and can provide no further benefit until repaired. Ineffective against maces and warhammers.|
|Plate||Gives -1s to enemy's action. After every use, roll a d6; on a 1-2 the armor is damaged (1-4 vs maces and warhammers) and provides no further benefit until repaired.|
|Helmet||Can be used to give an enemy's action -1s at any time. When used, the helmet is damaged and cannot be used again until repaired. Helmets can be used at the same time as other armor. Ineffective against maces and warhammers.|
At the end of a conflict, it is time to evaluate how well each side did. The winner ultimately gets what they wanted, but depending on how much disposition they lost in the conflict, they may have to compromise with the loser. Compromises are a negotiation between the two sides of the conflict, and either team may introduce potential concessions. Compromise negotiations do not take place in-character. The results of a compromise are binding; if you make a promise as part of a compromise, you can't go back on it!
If the winner lost some disposition but less than half of their total, then the loser is owed a minor compromise. The loser may ask for a small part of her goal or something related to it. Minor compromises may also give the winner a minor condition such as angry or exhausted.
If the loser reduces the winner's disposition by half, then there must be a solid compromise. Potential options include:
- The loser didn't reach her goal, but got halfway there.
- The winner only got halfway to his goal.
- The loser is defeated, but introduces a new complication for the winner.
If the winner's disposition is reduced to just a few points, then he only won a narrow victory and must grant a major compromise to the loser. Perhaps the loser very nearly accomplished her goal but failed at the end, or a new complication is introduced. A major compromise should be painful to the winner.
The Order of Might
Every creature has a might score, indicating roughly how powerful it is. All adventurers start at might 3. This score has various effects for martial conflicts:
- You may capture creatures equal to or less than your might score.
- You may kill creatures up to one order higher than you on the scale.
- You may drive off creatures up to two higher than you on the order.
- You may wage war against creatures up to three points higher on the order, provided you have an army.
- Other conflicts may be used against creatures anywhere on the order of might.
- Beings with a greater might gain +1s per level greater than their opponent for any action in a martial conflict.
|Might Score||Sample Creatures|
|2||People, goblins, frog people|
|3||Adventurers, orcs, gnolls, horses, dire wolves|
|4||Bugbears, giant spiders, owlbears|
|5||Ogres, trolls, young dragons|
|6||Adult dragons, hill giants|
|7||Immortals, ancient dragons, storm giants|