Conflicts are how you resolve a disagreement between one or more Parties when no role play, compromise, or problem solving has worked. For a Conflict to take place, a character, or party, must have an objective and another character, party, or situation must oppose that objective.
A Conflict is made-up of Rounds and Turns. A Round is a collection of Turns, every character gets 1 Turn per Round. A new Round is started after each character has completed their Turn. Each Character gets one Action per Turn.
A Conflict can require more than one Turn and even more than one Round. If the Conflict does not end after one Turn determine Initiative.
Conflicts are measured in Rounds, Turns, and Actions.
A Round marks a portion of time within the game. Every Round is made-up of one Turn per character. Effects and random encounters will track Rounds passed.
Each character gets one Turn per Round of Conflict. The order of their Turn is determined by the character’s Current Stamina at the top of a new Round. The character with the most Current Stamina goes first, then turns continue from highest to lowest.
During a character’s Turn they make take one Action. The Actions available to them are:
A Conflict ends when no character can oppose a Roll or all characters refuse to oppose a Roll. Essentially when there is no more opposition.
There are two types of Rolls: Contested and Uncontested. Both types of Roll are made-up of Stakes, Justifications, and Rolling Dice.
What do the characters want?
The Party that initiated the Roll declares what they are attempting to do. If there is an opposing character then they announce what they are attempting to do.
What benefits do the involved characters have?
Justifications can be any number of tools, situations, Traits, and other characters’ help that are relevant and involved in the Conflict. Justifications each gives at least +/- 1, to the Dice Roll.
What does fate have to say about it?
Dice rolls determine which parties get their Stakes and by how much. The involved characters spend 1 Stamina to roll 2 six-sided dice (2D6), and then add their Justifications to the result of the roll. How a character wins a Roll is determined by the Roll’s type:
A character is rolling versus another character. A fight, race, sneaking, etc between two, or more, characters is Contested. In Contested Conflict Rolls the involved parties roll and compare their results to the other involved parties. The party with the highest result gets their Stakes.
A character is rolling versus an event, object, or situation. Climbing, picking locks, and Prayer are all Uncontested Conflicts. They are resolved by the involved party rolling, then comparing the result of the roll to the following chart:
Roll | Result |
---|---|
10+ | Success |
7-9 | Mixed Results |
6-3 | Failure |
2 | Failure, reduce the Grade of one item involved in the Roll by 1. |
The difference between the results of a character’s roll and the opposing roll/target is the winning roll’s Effectiveness. When a roll is violent its Effectiveness is used to determine how much Stamina the loser(s) lose. Effectiveness is used to determine by how much the winner succeeded.
During Justification, a Character can choose to spend two Stamina to give themselves +1 to the Conflict Roll. A character may push themselves as many times as they have Stamina to spend.
The range of a tool is always what seems reasonable. When attempting to use a tool at range remember that if it uses ammunition it takes an Action to remove an item from a container.
When a Character is Justifying bonuses for a Roll, another Character can choose to forgo their next Turn to Spend 1 Stamina to grant the rolling character a Skill of the helping character for this Roll.
The party of Pilgrims have encountered a group of plant-like Followers of the Green Prince on the road to Fen’colren “Shallowford”. The Followers are blockading the road, claiming that the forest, Fen’syl, is being harmed by the continuous traffic. The Green Prince’s Followers won’t allow anyone to pass, even Pilgrims. After failing to negotiate with the Followers, the Pilgrims decide to enter Conflict.
Donna sets the Stakes. She wants to attempt to force their way by the Followers. The risk of getting lost while trying to sneak around them is too high. Frank and El decide they will help Donna, creating a Party. Their Stakes are “forcing their way by the Followers”. The Followers decide they will try to physically block the Pilgrims. There are three Followers who create a Party.
The Pilgrims’ Party has three members. Frank has armor on, he grants the Party +1 (Total: +1). Donna has the Skill Brawling, she grants the party +1 (Total: +2). El has a +2 Walking Stick (Load of 2) that grants +4 (Total: +6), but El has the Scar Frail which will give the Party -1.(Total: +5). The Follower’s Party has three members. All have Quarterstaves (2 Load) to help control the crowd. This grants them each +2 (Total: +6).
The character initiating the Conflict spends 1 Stamina to roll. All other involved characters spend 1 Stamina to add their bonuses to the Roll.
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