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TSOY.ConflictResolution HistoryHide minor edits - Show changes to markup July 08, 2006, at 07:41 PM
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Apply the dice to your ability. The result is your Success Level (SL). to:
Apply the dice to your ability. The result is your Success Level (SL). July 08, 2006, at 07:39 PM
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Success Level Descriptor
0 Failure
1 Marginal
2 Good
3 Great
4 Amazing
5 Legendary
6 Ultimate
7 Transcendent
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Once Bringing Down the Pain ends, apply intentions and shake harm down. First Edition Cheat SheetSimple ConflictWhat is it? A Conflict with only one character involved, like getting over a wall. How does it work?
Success Level Chart
Competitive ConflictWhat is it? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. How does it work?
Resisted ConflictsWhat is it? A conflict where two peoples try to do different things that would cancel each other out, like one person trying to hit another, while another dodges. How does it work?
Using abilities together
Different characters working together (Gestalt rules)
Bringing Down the PainWhat is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a competitve or resisted conflict, or wants to focus the story on that conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. In bringing down the pain, there is no "initiative"; all players declare intention, and narrate the outcomes of the conflict, at the same time. How does it work?
Combining gestalt rules and bringing down the pain You can combine the gestalt rules with bringing down the pain when many different characters use the same skills to accomplish the same goal. When you do this, characters can share bonus die from each others pools and can split damage between themselves however they like. When fighting multiple unnamed NPC's with identical stats, rather than using the gestalt rules, the story guide can treat the gang of NPC's as one character and give a bonus die to the characters roll of each of the unnamed NPC's in the gang. DamageWhat is it? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be a loss of endurance, self confidence, concentration, or anything else that would cause a character to lose control of their own destiny. How does it work?
The second time a character fails it's damage check it is broken. In order for the character to perform any action, even defense, the player must spend a point from the ability's associated pool, and the player still receives one penalty die to this action. Any successful action taken against a broken character accomplishes the attacker's overall goal.The player does get one benefit when his character is bloodied or broken: he can immediately change the character's intention in the conflict without spending a turn doing so. to:
Once Bringing Down the Pain ends, apply intentions and shake harm down. June 30, 2006, at 01:15 PM
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Any player can Bring Down the Pain if he or she doesn’t like the result of an ability check (success or failure) or wants to permanently kill a named NPC. to:
Any player can Bring Down the Pain if he or she doesn’t like the result of an ability check (success or failure) or wants to permanently kill a named NPC. June 27, 2006, at 04:33 PM
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Find an ability appropriate to the action your character is taking. Roll three Fudge dice plus any bonus or penalty dice. to:
Find an ability appropriate to the action your character is taking. Roll three Fudge dice plus any bonus or penalty dice. (NOTE: Gift or Pool dice can also be added after the roll.) June 26, 2006, at 06:44 AM
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Using abilities together: Two or more abilities can be used to accomplish a complex action. Determine the order of importance of each, then roll from least to greatest. SL is number of bonus dice for next check. The Story Guide will determine if any Failures abort the whole action. to:
Pools: You can always spend one point from your ability's associated pool to get one bonus die on the ability check. This is limited to one bonus die per ability check. Using abilities together: Two or more abilities can be used to accomplish a complex action. Determine the order of importance of each, then roll from least to greatest. The SL is the number of bonus dice granted to the next check. The Story Guide will determine if any Failures abort the whole action. Changed lines 36-38 from:
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Winner gets to apply intention to loser. to:
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If one character gains surprise over another, the surpriser automatically applies her intention to the surprised, who can Bring Down the Pain. to:
If one character gains surprise over another, the surpriser automatically applies his or her intention to the surprised, who can Bring Down the Pain. Changed lines 54-55 from:
Any player can Bring Down the Pain if he doesn’t like the result of an ability check (success or failure). to:
Any player can Bring Down the Pain if he or she doesn’t like the result of an ability check (success or failure) or wants to permanently kill a named NPC. Changed lines 60-63 from:
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Once Bringing Down the Pain ends, apply intentions and shake harm down. June 24, 2006, at 09:51 PM
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Using abilities together Two or more abilities can be used to accomplish a complex action. Determine the order of importance of each, then roll from least to greatest. SL is number of bonus dice for next check. The Story Guide will determine if any Failures abort the whole action. Characters working together Decide order of actions and roll ability checks; bonus dice go to the next roller (failure gives next roller a penalty die). Same or similar abilities go in order from highest to lowest; penalty dice from the Story Guide on that ability apply to all rolls with that ability. to:
Using abilities together: Two or more abilities can be used to accomplish a complex action. Determine the order of importance of each, then roll from least to greatest. SL is number of bonus dice for next check. The Story Guide will determine if any Failures abort the whole action. Characters working together: Decide order of actions and roll ability checks; bonus dice go to the next roller (failure gives next roller a penalty die). Same or similar abilities go in order from highest to lowest rank; penalty dice from the Story Guide on that ability apply to all rolls with that ability. May 19, 2006, at 06:03 AM
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--- Revised Edition Cheat SheetThe ability checkFind an ability appropriate to the action your character is taking. Roll three Fudge dice plus any bonus or penalty dice.
Apply the dice to your ability. The result is your Success Level (SL). Success Levels
Using abilities together Two or more abilities can be used to accomplish a complex action. Determine the order of importance of each, then roll from least to greatest. SL is number of bonus dice for next check. The Story Guide will determine if any Failures abort the whole action. Characters working together Decide order of actions and roll ability checks; bonus dice go to the next roller (failure gives next roller a penalty die). Same or similar abilities go in order from highest to lowest; penalty dice from the Story Guide on that ability apply to all rolls with that ability. Unopposed ability checkA conflict involving one person, i.e. climbing a wall.
Competitive ability checkTwo or more characters attempting the same task, trying to outdo each other.
Resisted ability checkTwo characters attempting tasks that cancel each other out.
Winner gets to apply intention to loser. SurpriseIf one character gains surprise over another, the surpriser automatically applies her intention to the surprised, who can Bring Down the Pain. Bringing Down the PainAny player can Bring Down the Pain if he doesn’t like the result of an ability check (success or failure).
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First Edition Cheat SheetDeleted line 87:
May 15, 2005, at 05:45 PM
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What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a competitve or resisted conflict,or wants to focus the story on that conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. In bringing down the pain, there is no "initiative"; all players declare intention, and narrate the outcomes of the conflict, at the same time. to:
What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a competitve or resisted conflict, or wants to focus the story on that conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. In bringing down the pain, there is no "initiative"; all players declare intention, and narrate the outcomes of the conflict, at the same time. May 15, 2005, at 05:44 PM
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What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a competitve or resisted conflict,or wants to focus the story on that conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. to:
What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a competitve or resisted conflict,or wants to focus the story on that conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. In bringing down the pain, there is no "initiative"; all players declare intention, and narrate the outcomes of the conflict, at the same time. Changed lines 60-61 from:
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Combining gestalt rules and bringing down the pain You can combine the gestalt rules with bringing down the pain when many different characters use the same skills to accomplish the same goal. When you do this, characters can share bonus die from each others pools and can split damage between themselves however they like. When fighting multiple unnamed NPC's with identical stats, rather than using the gestalt rules, the story guide can treat the gang of NPC's as one character and give a bonus die to the characters roll of each of the unnamed NPC's in the gang. May 04, 2005, at 09:02 AM
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What is it? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be endurance, self confidence, concentration, anything that would cause a character to loose control of their own destiny. to:
What is it? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be a loss of endurance, self confidence, concentration, or anything else that would cause a character to lose control of their own destiny. April 29, 2005, at 05:26 PM
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The second time a character fails it's damage check it is broken. In order for the character to perform any action, even defense, the player must spend a point from the ability's associated pool, and the player still receives one penalty die to this action. Any successful action taken against the character succeeds when he is broken.The player does get one benefit when his character is bloodied or broken: he can immediately change the character's intention in the conflict without spending a turn doing so. to:
The second time a character fails it's damage check it is broken. In order for the character to perform any action, even defense, the player must spend a point from the ability's associated pool, and the player still receives one penalty die to this action. Any successful action taken against a broken character accomplishes the attacker's overall goal.The player does get one benefit when his character is bloodied or broken: he can immediately change the character's intention in the conflict without spending a turn doing so. April 29, 2005, at 05:24 PM
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What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a conflict,or wants to focus the story on the conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. to:
What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a competitve or resisted conflict,or wants to focus the story on that conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. Changed lines 62-64 from:
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Simple Conflict to:
Simple ConflictChanged lines 25-26 from:
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Competitive ConflictChanged lines 34-35 from:
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Resisted ConflictsChanged lines 43-44 from:
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Using abilities togetherChanged lines 49-50 from:
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Different characters working together (Gestalt rules)Changed lines 55-56 from:
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Bringing Down the PainChanged line 64 from:
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DamageApril 28, 2005, at 06:56 PM
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The second time a character fails it's damage check it is broken. In order for the character to perform any action, even defense, the player must spend a point from the ability's associated pool, and the player still receives one penalty die to this action. Any successful action taken against the character succeeds when he is broken.The player does get one benefit when his character is bloodied or broken: he can immediately change the character's intention in the conflict without spending a turn doing so. April 28, 2005, at 06:54 PM
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Simple Conflict Changed line 6 from:
What are they? Conflicts with only one character involved, like getting over a wall. to:
What is it? A Conflict with only one character involved, like getting over a wall. Changed line 26 from:
Competitive Conflicts to:
Competitive Conflict Changed line 28 from:
What are they? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. to:
What is it? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. Changed line 38 from:
What are they? A conflict where two peoples try to do different things that would cancel each other out, like one person trying to hit another, while another dodges. to:
What is it? A conflict where two peoples try to do different things that would cancel each other out, like one person trying to hit another, while another dodges. April 28, 2005, at 06:52 PM
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What are simple conflicts? Conflicts with only one character involved, like getting over a wall. to:
What are they? Conflicts with only one character involved, like getting over a wall. Changed line 28 from:
What are competitive conflicts? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. to:
What are they? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. Changed line 76 from:
What is damage? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be endurance, self confidence, concentration, anything that would cause a character to loose control of their own destiny. to:
What is it? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be endurance, self confidence, concentration, anything that would cause a character to loose control of their own destiny. April 28, 2005, at 06:51 PM
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What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a conflict, or if they want to focus the story on the conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. to:
What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a conflict,or wants to focus the story on the conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. April 28, 2005, at 05:52 PM
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This is a short description of conflict resolution for TSOY. to:
This is a short description of conflict resolution for TSOY. Changed line 3 from:
Simple Conflicts to:
Simple Conflicts Changed lines 5-9 from:
What are simple conflicts? Conflicts with only one character involved, like getting over a wall. How does it work? 1) Player states what they are trying to do, and what ability they are using to do it. "I am trying to get over the wall, by climbing. I am using my athletic ability." 2) The Ability Check. The player rolls two dice, more if you have bonus or penalty die. Take the two highest dice if you have bonus die. Take the two lowest dice if you have penalty die. Then, add the players ability score to the sum of the dice.Then, compare the sum of the roll plus the ability score to the success level chart. 3) . A mediocre success is required to succeed for most tasks. Tasks that require special skills or knowledge require a good success. to:
What are simple conflicts? Conflicts with only one character involved, like getting over a wall. Changed lines 7-9 from:
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How does it work?
Success Level Chart
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Competitive Conflicts Changed lines 25-28 from:
What are competitive conflicts? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. How does it work? 1) All characters state their intention and the traits involved. 2) Make an ability check for both characters,. The character with the highest success level does it best. to:
What are competitive conflicts? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. How does it work?
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What are they? A conflict where two peoples try to do different things that would cancel each other out, like one person trying to hit another, while another dodges. How does it work? 1) State all characters intentions and the traits involved. Resistance traits are usually innate abilities. 2) Make an ability check for both characters. The character with the highest success level succeeds. In case of a tie, the conflicts instigator looses. The intention of the conflicts winner is successful. to:
What are they? A conflict where two peoples try to do different things that would cancel each other out, like one person trying to hit another, while another dodges. How does it work?
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1) Decide which ability is primary and which is secondary. 2) Roll the secondary ability check first. Use the success level of the secondary ability as bonus dice on the primary ability. Sometimes failing the primary ability ends the conflict, sometimes it puts a penalty die on the primary ability, sometimes it has no effect (it depends on context).When there are more than two abilities involved, the bonus dice for the first ability check are used for the second and so on until you reach the primary ability check. If the primary ability check resolves the conflict. to:
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Different characters working together (Gestalt rules) to:
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1) Decide which character is primary to the conflict, and which ones are secondary. 2) Roll the secondary characters ability check first. Use the success level of the the secondary characters as bonus dice on the primary characters ability check. Sometimes failing the primary check ends the conflict, sometimes it puts a penalty die on the primary ability, sometimes it has no effect (it depends on context).When there are more than two characters involved, the bonus dice for the first ability check are used for the second and so on until you reach the primary ability check. The primary characters ability check resolves the conflict. to:
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Bringing down the pain Changed lines 51-58 from:
What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a conflict, or if they want to focus the story on the conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. How does it work? 1) The looser of the initial conflict takes damage. (see below) 2) All characters state their intentions, like "drive my opponents away". During this time, characters can declare that they are changing intentions. A character can only defend on the turn it changes it's intention, then declare their new intention on the next turn. 3)All characters how they will achieve their intentions. During this point, characters can change how they achieve their intentions without any ill effects. 4) Each character makes ability checks. If more than one character are working together for the same goal, use the gestalt rules. 5) The looser of the conflict takes damage. (see below) If more than one character is on the loosing side of the conflict, they split the damage between them. 6) Play continues (repeat steps 2-5) until one side of the conflict gives up, or is unable to act due to wounds. Then, the winners intention occurs. to:
What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a conflict, or if they want to focus the story on the conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. Changed lines 53-61 from:
Damage to:
How does it work?
Damage Changed lines 63-67 from:
What is damage? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be endurance, self confidence, concentration, anything that would cause a character to loose control of their own destiny. How does it work? 1) The amount of damage taken is equal to the success level of the successful players roll modified by appropriate weapons and secrets. 2) Every time a character takes damage, that character must make a damage check. A damage check is an ability check using the characters stay up ability. To succeed, the success level of the damage check must equal or beat the amount of damage the character has taken. 3) The first time a character fails it's damage check, it is bloodied. When the character is bloodied, the player takes a penalty die to every Ability Check except the Damage Check. The second time a character fails it's damage check it is broken. In order for the character to perform any action, even defense, the player must spend a point from the ability's associated pool, and the player still receives one penalty die to this action. Any successful action taken against the character succeeds when he is broken.The player does get one benefit when his character is bloodied or broken: he can immediately change the character's intention in the conflict without spending a turn doing so. to:
What is damage? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be endurance, self confidence, concentration, anything that would cause a character to loose control of their own destiny. How does it work?
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Describe Conflict Resolution here. to:
This is a short description of conflict resolution for TSOY. Simple Conflicts What are simple conflicts? Conflicts with only one character involved, like getting over a wall. How does it work? 1) Player states what they are trying to do, and what ability they are using to do it. "I am trying to get over the wall, by climbing. I am using my athletic ability." 2) The Ability Check. The player rolls two dice, more if you have bonus or penalty die. Take the two highest dice if you have bonus die. Take the two lowest dice if you have penalty die. Then, add the players ability score to the sum of the dice.Then, compare the sum of the roll plus the ability score to the success level chart. 3) . A mediocre success is required to succeed for most tasks. Tasks that require special skills or knowledge require a good success.
Competitive Conflicts What are competitive conflicts? A conflict where two people are trying to do the same thing competitively, like a foot race, or a cooking competition. How does it work? 1) All characters state their intention and the traits involved. 2) Make an ability check for both characters,. The character with the highest success level does it best. Resisted Conflicts What are they? A conflict where two peoples try to do different things that would cancel each other out, like one person trying to hit another, while another dodges. How does it work? 1) State all characters intentions and the traits involved. Resistance traits are usually innate abilities. 2) Make an ability check for both characters. The character with the highest success level succeeds. In case of a tie, the conflicts instigator looses. The intention of the conflicts winner is successful. Using abilities together 1) Decide which ability is primary and which is secondary. 2) Roll the secondary ability check first. Use the success level of the secondary ability as bonus dice on the primary ability. Sometimes failing the primary ability ends the conflict, sometimes it puts a penalty die on the primary ability, sometimes it has no effect (it depends on context).When there are more than two abilities involved, the bonus dice for the first ability check are used for the second and so on until you reach the primary ability check. If the primary ability check resolves the conflict. Different characters working together (Gestalt rules) 1) Decide which character is primary to the conflict, and which ones are secondary. 2) Roll the secondary characters ability check first. Use the success level of the the secondary characters as bonus dice on the primary characters ability check. Sometimes failing the primary check ends the conflict, sometimes it puts a penalty die on the primary ability, sometimes it has no effect (it depends on context).When there are more than two characters involved, the bonus dice for the first ability check are used for the second and so on until you reach the primary ability check. The primary characters ability check resolves the conflict. Bringing down the pain What is it? Bringing down the pain "puts the microscope" on a conflict. If a player (or the GM, if the players agree) doesn't like the outcome of a conflict, or if they want to focus the story on the conflict, they declare their intent to bring down the pain. Bringing down the pain is also the only way for a character to weaken another characters ability to effect the game by "damaging" them. How does it work? 1) The looser of the initial conflict takes damage. (see below) 2) All characters state their intentions, like "drive my opponents away". During this time, characters can declare that they are changing intentions. A character can only defend on the turn it changes it's intention, then declare their new intention on the next turn. 3)All characters how they will achieve their intentions. During this point, characters can change how they achieve their intentions without any ill effects. 4) Each character makes ability checks. If more than one character are working together for the same goal, use the gestalt rules. 5) The looser of the conflict takes damage. (see below) If more than one character is on the loosing side of the conflict, they split the damage between them. 6) Play continues (repeat steps 2-5) until one side of the conflict gives up, or is unable to act due to wounds. Then, the winners intention occurs. Damage What is damage? Damage is a measurement of a characters loss of control over a situation. It's not just cuts and bruises, it could be endurance, self confidence, concentration, anything that would cause a character to loose control of their own destiny. How does it work? 1) The amount of damage taken is equal to the success level of the successful players roll modified by appropriate weapons and secrets. 2) Every time a character takes damage, that character must make a damage check. A damage check is an ability check using the characters stay up ability. To succeed, the success level of the damage check must equal or beat the amount of damage the character has taken. 3) The first time a character fails it's damage check, it is bloodied. When the character is bloodied, the player takes a penalty die to every Ability Check except the Damage Check. The second time a character fails it's damage check it is broken. In order for the character to perform any action, even defense, the player must spend a point from the ability's associated pool, and the player still receives one penalty die to this action. Any successful action taken against the character succeeds when he is broken.The player does get one benefit when his character is bloodied or broken: he can immediately change the character's intention in the conflict without spending a turn doing so. |
