Sometimes you need to resolve a disagreement between one or more Parties when no role play, compromise, or problem solving has worked. These situations take place at two scales: Conflicts are rolls that involve one or two characters that resolve the issue in one roll. Clashes are larger and not resolved in one roll, instead they involve many characters and take many rolls to resolve. Both of these situations require the involved characters to have an objective.
There are two types of Conflicts: Contested and Uncontested. Both Conflicts are made-up of Objectives, Justifications, and Rolling Dice.
What does the character 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 in response.
What benefits do the involved characters have?
Justification is when all involved characters assemble their dice pool and determine their Target Success Value. Characters start with committing one Stamina Die, then justify any Traits or situations that modify their target Success Value, add any tool’s dice, then secretly commit more Stamina Dice.
What does fate have to say about it?
Dice rolls determine which parties get their Objective and by how much. The involved characters roll their dice pool and determine how many Successes they achieved. How a character wins a Roll is determined by the Roll’s type:
In order to roll a success, one must roll the SV or lower on a die roll. The default Success Value (SV) is a 2. The SV of a roll can be modified by Traits, weather, the current situation, and other effects.
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 number of Successes between the involved parties. The party with the most Successes achieve their Objective.
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, and achieving their Objective if they roll a Success.
The difference between the number of Successes of a character’s roll and the opposing roll/target is the winning roll’s Effectiveness. Effectiveness is used to determine by how much the winner succeeded. When a roll is violent its Effectiveness is used to determine how many SD the loser exhausts, in addition to the victor achieving their Objective.
Clashes are large multiple Conflict affairs, where groups of characters are working towards the same goals in opposition of another group or event. For a Clash to take place, a character, or party, must have an objective and another character, party, or situation must oppose that objective. Clashes require multiple Conflicts to be completed. Examples of a Clash are: a crew navigating a storm in a ship, a group of people fighting over an objective, a group trying to escape an enraged Spirit, and a guild attempting to craft a large craft.
A Clash is made-up of multiple characters and thus requires Rounds and Actions. A Round is a collection of Actions, every character gets one Action per Round. A new Round is started after each character has completed their Action.
A Clash ends when no character can oppose a Roll, all characters refuse to oppose a Roll, or no character has an outstanding objective.
Clashes are measured in Rounds and Turns.
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 a Clash. The character with the most unexhausted Stamina Dice goes first, then turns continue from highest to lowest. Actions available to character’s on their Turn are:
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 within a Clash, another Character can choose to forgo their next Action to give the Rolling Character a Stamina Die to grant the rolling character a Skill of the helping character for this Roll.
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