Round and Turn
Intense Conflict is split into Rounds where each participant has a chance to act. When they have this chance it is their Turn.
In a Round of Conflict participant can:
• Take two Actions on their Turn
• Respond to one event or action outside of their Turn
• Test whenever a Test is called
Once all participants have taken their Turn Round ends and a new Round begins.
Initiative
Initiative is used to track order of Turns in Conflict. It represents decisive position and ability to use full extent of the characters abilities.
Conflict is Initiated by an action someone has stakes in preventing. Attacking is an obvious Initiating action but running when told not to move could Initiate a Conflict.
After Initiating action is resolved all involved in the Conflict make a Burden Test with Reflex. Those who succeed take their Turn before Adversaries, those who fail act after.
• Adventurer can choose to delay their Turn to act after Adversaries.
• Adventurer characters can take their Turns in any order within their Initiative group
• When Adventurer characters compete for Initiative higher Test result goes first
• Followers take actions with the character they follow
Ambush
Those who succeed in sneaking up to their opponents through stealth or persuasion can take a Surprise Action before Initiative is established.
• Surprise actions are made with Advantage
• Surprise Attacks reveal the character
Response
Every Round character has a chance to act in Response to an event.
Response can be used to:
• Make yourself target of an attack or other visible Threat within Reach, sparing the original target. Test Strength to do this within your Pace
• Leverage Opportunities created by Maneuvers
• Use Gifts or Equipment that have a Response option
• Channel magic in Defense or to Clash in place of another
Cover
Crumbling pillars, overturned tables and thick underbrush can be used as Cover.
• Cover grants Advantage on Defense Tests
• Cover gives a chance to attempt stealth in the middle of the Conflict
Morale Test
At the start of their Turn when an Adversary has suffered a significant setback Bearer makes a Will Test for morale. Difficulty of the Test is 10. Additional setbacks increase Difficulty by +5.
Example setbacks:
• They are close to death
• Their leader is out of the Conflict
• Half their number is out of the Conflict
When the morale Test fails Adversary attempts to remove themselves from the Conflict in whatever way they see as most likely to succeed. They will not oppose the party again unless driven to a corner or Significant Time has passed.
Some Adversaries may react to failing morale differently.