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Conflicts.md

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Setup

  • Determine sides
  • Determine environment and time
    • Situation aspects
    • Zones ("bigger than a house") and actor position within them
  • Determine turn order

Conduction

  • Conflict proceeds via exchanges until...
    • Participants transition to a Contest
    • One side's actors have all conceded or been taken out
  • During each exchange each remaining actor takes a turn in turn order
  • Actors may concede at any time that there are no unresolved die rolls (even out-of-turn after an attack is declared)

Turn options

  • Optionally move to a neighboring, unobstructed zone (before or after...)
  • Choose one of the following:
    • Use an overcome action to move to another zone
      • Normal overcome outcomes apply
      • Does not need to be a neighboring zone (set DC accordingly)
      • May be obstructed
      • May be in addition to normal movement
    • Take a different action
    • Concentrate on defense (+2 to all defend rolls)

Resolving attacks

  • Attacker rolls attack, defender rolls defense
    • Another actor may opt to stand in for the defender if it makes sense
  • Calculate shifts between attack and defense rolls
  • If attacker succeeds, the defender must absorb the shifts by...
    • Taking one or more consequences, each reducing the successful roll's shifts
      • Actor who inflicted the consequence gets a free invocation against it
    • Taking stress of equal or greater value to the remaining shifts the corresponding stress track
    • Being taken out

Conceding and being taken out

  • Actors who have conceded or been taken out are out of the conflict, period
  • Opposing side gets what they want (if you are the last actor on your side)
  • When conceding:
    • You are allowed some say in your actor's conflict outcome ("left for dead instead" of "taken prisoner")
    • Gain one Fate point for conceding (after the conflict ends)
    • Gain one Fate point for every consequence gained (after the conflict ends)
  • When taken out:
    • Your opponent chooses your actor's conflict outcome ("taken prisoner, no ifs or buts")