Conflict: Actions

Attack

To attack make a Test against one Defense of the adversary. On success inflict damage or a Maneuver.
Physical attacks: Attacks from weapons, fireballs and other external physical threats are opposed with Reflex.
Physical Maneuvers: Grappling, shoving and other similar physical maneuvers can be opposed with Vigor in addition to Reflex.
Mental: Mind affecting attacks are opposed with Will.
Internal: Internal body affecting attacks are opposed with Vigor.

Applying Damage
  1. Check the Degree of the Test
  2. Roll damage die/dice of the attack and add bonuses
  3. Apply Resistance and/or Vulnerability for total damage
  4. Reduce Hit-points by total damage
  5. Mark Wounds and Test for death if needed
Situational Attack Rules

Charge: On your Turn moving to the range of a melee or thrown weapon allows making an attack with that weapon.

Close Quarters: Only weapons with Intimate quality roll for damage in a grapple or similar close quarters engagement.

Knockout Blow: When you remove adversary from Conflict you can choose to knock them unconscious instead of killing them.

Multiple Targets: When attack has multiple targets only one can use a Response to Clash. All targets that succeed in defense are unaffected. All who fail are affected.

Obstructed Aim: Attacks with Missile and Thrown weapons are made with Disadvantage when there is an adversary within Reach.

Two-weapons: When you wield a weapon in each hand you can use a Response to make an attack with and intent to deal damage.

Advance

Work on a goal. Break a pillar holding the ceiling. Work on a complex lock. Advance a Ritual.
Test to advance Arduous Challenges that are part of the Conflict.

Break

Attempt to remove an effect from self or another. This can be a condition from a Hazard, maneuver or magic.
• If the attempt directly affects a being creating the effect this is a Clash. For example pulling a grappling adversary away
• Successful Break against a Hazard with a Duration reduces Duration by one

Change Equipment

Rummage through backpack for weapons and tools. Change Equipment. Armor cannot be changed as an Action.

Hold Ground

Prepare to face incoming attackers. Forgo rest of your Turn. You can use your remaining Actions to make Responses.

Move

Move up to your Pace.
• To jump, overcome an obstacle or difficult terrain make a Test. On failure movement is cut short
• Moving through anothers space is a Clash, unless they allow moving through

Study

Test to Search for one time Advantages or useful information.
• Found Advantage can be used by anyone who knows of it by incorporating it to the description of their Action
• Difficulty of Study starts at 10 and increases by +5 every time Study action is used in Conflict

Use tools and skills

Search for hiding adversary, pick pockets, operate simple devices or drink a potion.

Minor actions

As a part of an Action character can take a few steps, speak a few words, drop an item, drop to ground or perform other minor acts.
Bearer has the final say on what is considered a minor act.

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