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TSOY.ConflictResolution History

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July 08, 2006, at 07:41 PM by DoyceTesterman -
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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 by DoyceTesterman -
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July 08, 2006, at 07:37 PM by DoyceTesterman -
Changed lines 16-25 from:
Success LevelDescriptor
0Failure
1Marginal
2Good
3Great
4Amazing
5Legendary
6Ultimate
7Transcendent
to:
 Success Level   Descriptor
     0           Failure
     1           Marginal
     2           Good
     3           Great
     4           Amazing
     5           Legendary
     6           Ultimate
     7           Transcendent
Changed lines 69-136 from:

Once Bringing Down the Pain ends, apply intentions and shake harm down.


First Edition Cheat Sheet

Simple Conflict

What is it? A Conflict 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 character's 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.

Success Level Chart

Roll + abilitySuccess Level (SL)
8 or belowFailure
9-10SL 1 (Mediocre)
11-13SL 2 (Good)
14-15SL 3 (Great)
16-17SL 4 (Amazing)
18-19SL 5 (Legendary)
20-21SL 6 (Ultimate)
22Transcendent

Competitive Conflict

What 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?

  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 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?

  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 loses. 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 secondary 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 secondary check ends the conflict, sometimes it puts a penalty die on the primary ability check, 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 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?

  1. The loser of the initial conflict takes damage. (see below)
  2. Any character present at the conflict can take part in bringing down the pain. All players state their character's intention, or goal, for the conflict. During this time, players can declare that they are changing their characters intentions. A character can only defend on the turn that it changes it's intention. On the next turn, the player can declare a new intention.
    • In a conflict with many characters, each player declares one target for their character's attack, who takes damage in the event of a successful roll. Character's can defend against as many attacks as they wish, but the character must take a penalty die on all actions for every defence they make. A character can change their target only if the target falls out of the conflict or by the player declaring a new intention.
  3. All players state what their character does to achieve it's goal. During this point, characters can change how they achieve their intentions without any ill effects.
  4. Each character makes ability checks.
  5. The loser of the conflict takes damage. (see below). Any broken character automatically "falls out" of the conflict. Players narrate the outcome of the exchange.
  6. Play continues (repeat steps 2-5) until one side of the conflict gives up. Then, the intention of the winning player(s) is narrated.

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.

Damage

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.

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 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 by ColinRoald -
Changed lines 54-55 from:

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 by IMAGinES -
Changed lines 7-8 from:

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 by IMAGinES -
Changed lines 58-60 from:
  1. Parallel actions doen’t necessarily get in the way of each other.
  2. Perpendicular actions get in each other’s way.
  3. Defensive: Allows you to alter intention next volley. You can only defend using an innate ability.
to:
  • Parallel actions doen’t necessarily get in the way of each other.
  • Perpendicular actions get in each other’s way.
  • Defensive: Allows you to alter intention next volley. You can only defend using an innate ability.
Changed lines 63-66 from:
  1. Parallel: Each participant applies harm to the other equal to the participant’s SL plus weapons, minus armour.
  2. Perpendicular: Higher SL applies harm to lower, equal to the difference between SL plus weapons, minus armour.
  3. Defensive: As perpendicular, unless defender wins; if so, defender gets bonus dice equal to the difference between S Ls to his or her next check.
  4. If a character’s total harm goes above 6, that character automatically gives in.
to:
  • Parallel: Each participant applies harm to the other equal to the participant’s SL plus weapons, minus armour.
  • Perpendicular: Higher SL applies harm to lower, equal to the difference between SL plus weapons, minus armour.
  • Defensive: As perpendicular, unless defender wins; if so, defender gets bonus dice equal to the difference between S Ls to his or her next check.
  • If a character’s total harm goes above 6, that character automatically gives in.
June 26, 2006, at 01:40 AM by IMAGinES -
Changed lines 26-27 from:

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:
  1. Assign bonus or penalty dice based on circumstances. (Don’t forget to ask for Gift Dice if you want.)
  2. Roll the dice and find the Success Level.
to:
  1. Assign bonus or penalty dice based on circumstances. Don’t forget to ask for Gift Dice if you want.
  2. Roll the dice and find the SL. If it is Marginal or greater, you apply your character’s intention. If the SL is a Failure, the Story Guide’s stakes apply.
Changed lines 43-44 from:
  • Win goes to highest Success Level. Ties are a draw or can be rolled again.
to:
  • The highest SL wins. If the S Ls are tied, the result is a draw or the check can be re-rolled.
Changed lines 47-49 from:
  • As per an unopposed check. Win goes to highest Success Level. Ties go against the instigator of the action.

Winner gets to apply intention to loser.

to:
  • As per an unopposed check.
  • The highest Success Level wins. If S Ls are tied, the instigator of the action loses.
Changed line 51 from:

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:
  1. Defensive: Allows you to alter intention next volley. You can only use an innate ability to defend yourself.
  1. Factor any applicable bonus or penalty dice. On the first action, the winner of the initial conflict gets bonus dice equal to the difference between Success Levels. (Don’t forget to ask for Gift Dice if you want.)
  2. Roll the dice and determine Success Levels.
  3. Higher SL applies harm to lower, equal to Success Level + bonuses from weapons and Secrets (cannot drive total harm above 6). Lower SL may subtract from harm with appropriate armour (cannot reduce total harm below 1). If any character’s total harm goes below Broken, that character automatically gives in.
to:
  1. Defensive: Allows you to alter intention next volley. You can only defend using an innate ability.
  1. Factor any applicable bonus or penalty dice. On the first action, the winner of the initial conflict gets bonus dice equal to the difference between the Success Levels of the original check. Don’t forget to ask for Gift Dice if you want.
  2. Roll the dice and determine Success Levels, then apply results:
    1. Parallel: Each participant applies harm to the other equal to the participant’s SL plus weapons, minus armour.
    2. Perpendicular: Higher SL applies harm to lower, equal to the difference between SL plus weapons, minus armour.
    3. Defensive: As perpendicular, unless defender wins; if so, defender gets bonus dice equal to the difference between S Ls to his or her next check.
    4. If a character’s total harm goes above 6, that character automatically gives in.
Added lines 69-70:

Once Bringing Down the Pain ends, apply intentions and shake harm down.

June 24, 2006, at 09:51 PM by IMAGinES -
Changed lines 54-63 from:
  1. Each participant states a clear intention for his character.
  2. Each participant states an action for the current “volley”:
    1. Parallel actions doen’t necessarily get in the way of each other.
    2. Perpendicular actions get in each other’s way.
    3. Defensive: Allows you to alter intention next volley. You can only use an innate ability to defend yourself.
  3. Factor any applicable bonus or penalty dice. On the first action, the winner of the initial conflict gets bonus dice equal to the difference between Success Levels. (Don’t forget to ask for Gift Dice if you want.)
  4. Roll the dice and determine Success Levels.
  5. Higher SL applies harm to lower, equal to Success Level + bonuses from weapons and Secrets. Lower SL may subtract from harm with appropriate armour. If any character’s total harm goes below Broken, that character automatically gives in.
  6. Either participant may give in and allow other’s intention to be applied. If not, return to Step 2 (or Step 1 if a player is changing intention).
to:
  1. Each participant states a clear intention for his character.
  2. Each participant states an action for the current “volley”:
    1. Parallel actions doen’t necessarily get in the way of each other.
    2. Perpendicular actions get in each other’s way.
    3. Defensive: Allows you to alter intention next volley. You can only use an innate ability to defend yourself.
  3. Factor any applicable bonus or penalty dice. On the first action, the winner of the initial conflict gets bonus dice equal to the difference between Success Levels. (Don’t forget to ask for Gift Dice if you want.)
  4. Roll the dice and determine Success Levels.
  5. Higher SL applies harm to lower, equal to Success Level + bonuses from weapons and Secrets (cannot drive total harm above 6). Lower SL may subtract from harm with appropriate armour (cannot reduce total harm below 1). If any character’s total harm goes below Broken, that character automatically gives in.
  6. Either participant may give in and allow other’s intention to be applied. If not, return to Step 2 (or Step 1 if a player is changing intention).
May 20, 2006, at 03:24 AM by IMAGinES -
Changed line 9 from:
  • Bonus dice cancel out penalty dice.
to:
  • Bonus dice cancel out penalty dice on a one-for-one basis.
Changed line 23 from:
6Penultimate
to:
6Ultimate
May 19, 2006, at 11:49 PM by IMAGinES -
Changed lines 35-36 from:
  1. Roll the dice and find the SL.
to:
  1. Roll the dice and find the Success Level.
Changed lines 41-42 from:
  • Win goes to highest SL. Ties are a draw or can be rolled again.
to:
  • Win goes to highest Success Level. Ties are a draw or can be rolled again.
Changed line 45 from:
  • As per an unopposed check. Win goes to highest SL. Ties go against the instigator of the action.
to:
  • As per an unopposed check. Win goes to highest Success Level. Ties go against the instigator of the action.
Changed lines 59-61 from:
  1. Factor any applicable bonus or penalty dice. On the first B Dt P action, the loser of the initial conflict receives penalty dice equal to the harm he would otherwise have taken. (Don’t forget to ask for Gift Dice if you want.)
  2. Roll the dice and determine S Ls.
  3. Highest SL applies harm to lower, equal to SL + bonuses from weapons and Secrets. Lower SL may subtract from harm with appropriate armour. If any character’s total harm goes below Broken, that character automatically gives in.
to:
  1. Factor any applicable bonus or penalty dice. On the first action, the winner of the initial conflict gets bonus dice equal to the difference between Success Levels. (Don’t forget to ask for Gift Dice if you want.)
  2. Roll the dice and determine Success Levels.
  3. Higher SL applies harm to lower, equal to Success Level + bonuses from weapons and Secrets. Lower SL may subtract from harm with appropriate armour. If any character’s total harm goes below Broken, that character automatically gives in.
May 19, 2006, at 11:40 PM by IMAGinES -
Changed line 59 from:
  1. Factor any applicable bonus or penalty dice. (Don’t forget to ask for Gift Dice if you want.)
to:
  1. Factor any applicable bonus or penalty dice. On the first B Dt P action, the loser of the initial conflict receives penalty dice equal to the harm he would otherwise have taken. (Don’t forget to ask for Gift Dice if you want.)
Deleted line 85:
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Deleted lines 107-108:
May 19, 2006, at 11:38 PM by IMAGinES -
Changed lines 18-20 from:
1Good
2Great
3Superb
to:
1Marginal
2Good
3Great
May 19, 2006, at 06:04 AM by IMAGinES -
Added line 12:
Changed line 16 from:
Success Level (SL)Descriptor
to:
Success LevelDescriptor
Changed lines 26-31 from:

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 by IMAGinES -
Changed line 2 from:

---

to:

May 19, 2006, at 05:55 AM by IMAGinES -
Added lines 2-64:

---

Revised Edition Cheat Sheet

The ability check

Find an ability appropriate to the action your character is taking. Roll three Fudge dice plus any bonus or penalty dice.

  • Bonus dice cancel out penalty dice.
  • If you have bonus dice, take the three highest of all dice rolled.
  • If you have penalty dice, take the three lowest of all dice rolled.

Apply the dice to your ability. The result is your Success Level (SL).

Success Levels

Success Level (SL)Descriptor
0Failure
1Good
2Great
3Superb
4Amazing
5Legendary
6Penultimate
7Transcendent

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 check

A conflict involving one person, i.e. climbing a wall.

  1. State your character’s intention. The Story Guide will set the stakes.
  2. Assign bonus or penalty dice based on circumstances. (Don’t forget to ask for Gift Dice if you want.)
  3. Roll the dice and find the SL.

Competitive ability check

Two or more characters attempting the same task, trying to outdo each other.

  • As per an unopposed check, except the victory conditions are also set before rolling. E.g.: A cook-off, condition is tastiest dish wins.
  • Win goes to highest SL. Ties are a draw or can be rolled again.

Resisted ability check

Two characters attempting tasks that cancel each other out.

  • As per an unopposed check. Win goes to highest SL. Ties go against the instigator of the action.

Winner gets to apply intention to loser.

Surprise

If one character gains surprise over another, the surpriser automatically applies her intention to the surprised, who can Bring Down the Pain.

Bringing Down the Pain

Any player can Bring Down the Pain if he doesn’t like the result of an ability check (success or failure).

  1. Each participant states a clear intention for his character.
  2. Each participant states an action for the current “volley”:
    1. Parallel actions doen’t necessarily get in the way of each other.
    2. Perpendicular actions get in each other’s way.
    3. Defensive: Allows you to alter intention next volley. You can only use an innate ability to defend yourself.
  3. Factor any applicable bonus or penalty dice. (Don’t forget to ask for Gift Dice if you want.)
  4. Roll the dice and determine S Ls.
  5. Highest SL applies harm to lower, equal to SL + bonuses from weapons and Secrets. Lower SL may subtract from harm with appropriate armour. If any character’s total harm goes below Broken, that character automatically gives in.
  6. Either participant may give in and allow other’s intention to be applied. If not, return to Step 2 (or Step 1 if a player is changing intention).
Changed lines 66-67 from:
to:

First Edition Cheat Sheet

Deleted line 87:
May 15, 2005, at 05:45 PM by Kingston -
Changed line 56 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 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 by Kingston -
Changed line 51 from:
  1. 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:
  1. 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 secondary check ends the conflict, sometimes it puts a penalty die on the primary ability check, 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.
May 15, 2005, at 05:43 PM by Kingston -
Changed line 45 from:
  1. 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:
  1. Roll the secondary ability check first. Use the success level of the secondary ability as bonus dice on the primary ability. Sometimes failing the secondary 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.
May 15, 2005, at 05:43 PM by Kingston -
Changed line 39 from:
  1. 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:
  1. Make an ability check for both characters. The character with the highest success level succeeds. In case of a tie, the conflicts instigator loses. The intention of the conflicts winner is successful.
May 15, 2005, at 05:42 PM by Kingston -
Changed line 30 from:
  1. Make an ability check for both characters,. The character with the highest success level does it best.
to:
  1. Make an ability check for both characters. The character with the highest success level does it best.
May 15, 2005, at 02:18 PM by Kingston -
Changed line 56 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 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:
  1. All players state their character's intention, or goal, for the conflict. During this time, players can declare that they are changing their characters intentions. A character can only defend on the turn that it changes it's intention. On the next turn, the player can declare a new intention.
to:
  1. Any character present at the conflict can take part in bringing down the pain. All players state their character's intention, or goal, for the conflict. During this time, players can declare that they are changing their characters intentions. A character can only defend on the turn that it changes it's intention. On the next turn, the player can declare a new intention.
    • In a conflict with many characters, each player declares one target for their character's attack, who takes damage in the event of a successful roll. Character's can defend against as many attacks as they wish, but the character must take a penalty die on all actions for every defence they make. A character can change their target only if the target falls out of the conflict or by the player declaring a new intention.
Changed lines 63-66 from:
  1. Each character makes ability checks. If many characters are working together for the same goal, use the gestalt rules.If many characters work together for the same goal they can freely give dice from each other's attribute pools.
  2. The loser of the conflict takes damage. (see below) If more than one character is on the losing side of the conflict, they split the damage between them. Any broken character automatically "falls out" of the conflict.
  3. Play continues (repeat steps 2-5) until one side of the conflict gives up. Then, the winners intention occurs.
to:
  1. Each character makes ability checks.
  2. The loser of the conflict takes damage. (see below). Any broken character automatically "falls out" of the conflict. Players narrate the outcome of the exchange.
  3. Play continues (repeat steps 2-5) until one side of the conflict gives up. Then, the intention of the winning player(s) is narrated.
Added line 67:

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 by jmstar -
Changed line 59 from:
  1. The looser of the initial conflict takes damage. (see below)
to:
  1. The loser of the initial conflict takes damage. (see below)
May 01, 2005, at 01:37 PM by Kingston -
Changed line 63 from:
  1. 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. Any broken character automatically "falls out" of the conflict.
to:
  1. The loser of the conflict takes damage. (see below) If more than one character is on the losing side of the conflict, they split the damage between them. Any broken character automatically "falls out" of the conflict.
Changed line 69 from:

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 by Kingston -
Changed line 75 from:

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 by Kingston -
Changed line 56 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 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:
  1. Each character makes ability checks. If many characters are working together for the same goal, use the gestalt rules.
  2. 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.
  3. Play continues (repeat steps 2-5) until one side of the conflict gives up, or is unable to defend themselves. Then, the winners intention occurs.
to:
  1. Each character makes ability checks. If many characters are working together for the same goal, use the gestalt rules.If many characters work together for the same goal they can freely give dice from each other's attribute pools.
  2. 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. Any broken character automatically "falls out" of the conflict.
  3. Play continues (repeat steps 2-5) until one side of the conflict gives up. Then, the winners intention occurs.
April 28, 2005, at 08:39 PM by Kingston -
Changed line 9 from:
  1. 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.
to:
  1. 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 character's ability score to the sum of the dice.Then, compare the sum of the roll plus the ability score to the success level chart.
April 28, 2005, at 08:38 PM by Kingston -
Changed lines 60-62 from:
  1. 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.
  2. All characters how they will achieve their intentions. During this point, characters can change how they achieve their intentions without any ill effects.
  3. Each character makes ability checks. If more than one character are working together for the same goal, use the gestalt rules.
to:
  1. All players state their character's intention, or goal, for the conflict. During this time, players can declare that they are changing their characters intentions. A character can only defend on the turn that it changes it's intention. On the next turn, the player can declare a new intention.
  2. All players state what their character does to achieve it's goal. During this point, characters can change how they achieve their intentions without any ill effects.
  3. Each character makes ability checks. If many characters are working together for the same goal, use the gestalt rules.
April 28, 2005, at 08:20 PM by Kingston -
Added line 2:

Changed lines 4-6 from:

Simple Conflict


to:

Simple Conflict

Changed lines 25-26 from:

Competitive Conflict


to:

Competitive Conflict

Changed lines 34-35 from:

Resisted Conflicts


to:

Resisted Conflicts

Changed lines 43-44 from:

Using abilities together


to:

Using abilities together

Changed lines 49-50 from:

Different characters working together (Gestalt rules)


to:

Different characters working together (Gestalt rules)

Changed lines 55-56 from:

Bringing down the pain


to:

Bringing Down the Pain

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  1. 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:
  1. Play continues (repeat steps 2-5) until one side of the conflict gives up, or is unable to defend themselves. Then, the winners intention occurs.
Changed lines 68-69 from:

Damage


to:

Damage

April 28, 2005, at 06:56 PM by Kingston -
Changed lines 80-81 from:
  1. 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.
  2. 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:
  1. 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.
  2. 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.

April 28, 2005, at 06:54 PM by Kingston -
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Simple Conflicts

to:

Simple Conflict

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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.

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Competitive Conflicts

to:

Competitive Conflict

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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 by Kingston -
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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 by Kingston -
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Added lines 24-25:
Added lines 34-35:
Added lines 44-45:
Added lines 51-52:
Added lines 58-59:
Added lines 71-72:
April 28, 2005, at 06:50 PM by Kingston -
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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 by Kingston -
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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:
Success Level Chart Roll + abilitySuccess Level (SL)
8 or belowFailure
to:

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.

Success Level Chart

Roll + abilitySuccess Level (SL)
8 or belowFailure
Changed line 23 from:

Competitive Conflicts

to:

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?

  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.
Changed line 31 from:

Resisted Conflicts

to:

Resisted Conflicts

Changed lines 33-36 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. 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?

  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.
Changed line 39 from:

Using abilities together

to:

Using abilities together

Changed lines 41-42 from:

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:
  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.
Changed line 44 from:

Different characters working together (Gestalt rules)

to:

Different characters working together (Gestalt rules)

Changed lines 46-47 from:

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:
  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.
Changed line 49 from:

Bringing down the pain

to:

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?

  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

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?

  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.
April 28, 2005, at 05:13 PM by Kingston -
Changed lines 1-63 from:

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.

Success Level Chart Roll + abilitySuccess Level (SL)
8 or belowFailure
9-10SL 1 (Mediocre)
11-13SL 2 (Good)
14-15SL 3 (Great)
16-17SL 4 (Amazing)
18-19SL 5 (Legendary)
20-21SL 6 (Ultimate)
22Transcendent

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.

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Page last modified on July 08, 2006, at 07:41 PM by DoyceTesterman

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