Detailed Conflict Breakdown
Texto
This section has specific details for resolving a conflict scene. All types follow this form, though some have rules for unique parts of the scenario they represent.
Phase 1: Initiative
At the beginning of a conflict, the GM describes the unfolding scene, and each player can take the opportunity to ask questions about the surroundings.
Then, each character makes an Initiative check as they seek to get their bearings in the conflict. Initiative affects the order in which characters act.
Initiative Checks
An Initiative check helps determine a character’s initiative value for the scene. Each type of conflict uses a skill for its Initiative check, listed below:
Intrigue: TN 1 Sentiment check.
Duel: TN 1 Meditation check.
Skirmish: TN 1 Tactics check.
Mass Battle: TN 1 Command check.
A character can use any ring for this check. After a character resolves their Initiative check, that character enters the stance matching the ring they used.
Each PC participating in a scene should make an Initiative check, as should each sufficiently important NPC (minion NPCs can generate initiative value without a check, using their focus or vigilance attribute).
Determine Initiative Values
A character’s initiative value is based on their state of preparedness when the conflict began.
If the character was ready for the conflict, their base initiative value is their focus attribute.
If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Set Initiative Order
Organize the characters by their initiative value, highest to lowest, and record this initiative order along with the values. This is the sequence in which the characters act during Phase 2: Take Turns in many conflict types.
If two or more characters have the same initiative value, the one with the lowest honor attribute acts first, followed by the others in ascending order of honor.
Phase 2: Take Turns
After Phase 1: Initiative, the characters involved in the conflict act over a series of rounds. The order in which the characters act and the number of rounds the characters should play out before proceeding to Phase 3: Resolution are defined in each type of conflict.
Rounds
Before any character acts during Phase 2: Take Turns, a new round begins. Any effects that occur “at the beginning of the round” resolve.
Then, starting with the character at the top of the initiative order and descending in sequence, each character takes one turn each round.
After the turn of the last character in the initiative order ends, the round ends. Any effects that occur “at the end of the round” resolve. Then, the GM declares either that the conflict has ended (and proceeds to
Phase 3: Resolution) or that it has not ended (and repeats Phase 2: Take Turns, beginning a new round).
Turns
During a character’s turn, the character performs the following steps:
Step 1: Beginning of Turn
When a character’s turn begins, that character becomes the active character. Any effects that occur “at the beginning of the character’s turn” resolve at this point.
Step 2: Set Stance
Next, the character sets their stance. This is a character’s poise, footwork, tact, or some combination of the above depending on what the conflict entails. Each turn, a character can remain in the stance they were already in or switch to a new stance.
As part of setting a stance, a character may set the grip with which they are wielding a weapon (see page 230). A character may also drop any number of items on the ground. Readying a new weapon requires an action, however.
After setting a stance, a character remains in that stance until the beginning of their next turn.
In addition to determining which ring a character uses for the action they perform during Step 3: Perform Action and for any other checks they make while in that stance, each stance confers a passive benefit during a conflict, described in Table 6–1: Stances.
Table 6–1: Stances
Step 3: Perform Action
After setting their stance, a character may perform their allotted action for the turn. Each action is a distinct effort the character undertakes, described by their player or provided among the sample actions for the encounter or by the character’s personal abilities. Most actions require a check.
Once per turn, before or after performing an action, a character can also move a short distance (narratively or in range bands, as described on page 265).
Step 4: End of Turn
After a character performs an action and completes any associated activities (such as movement in a skirmish), the turn ends. Any effects that occur “at the end of the character’s turn” resolve at this point. The character ceases to be the active character, and the turn of the next character in the initiative order begins.
Phase 3: Resolution
Once the characters involved have completed their objectives (or definitively failed), the conflict reaches a clear end, or the GM feels that the scene should logically draw to a close, the conflict concludes. Any effects that occur “at the end of the conflict” resolve at this point. Play proceeds to a new scene as directed by the GM.
NAME | DESCRIPTION | STANCE EFFECT
Earth
When other characters make Attack action checks and Scheme action checks that target you, they cannot spend to inflict critical strikes or conditions on you.
You focus on your foundation, employing tactics that keep you rooted and defended while you await the exact right moment to act.
Water
During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
You remain flexible, ready to adapt as the situation demands, seize chances as they arise, or turn your opposition’s force against them.
Fire
When you succeed on a check, you count as having one additional bonus success for each symbol on your kept dice.
You go on the attack, bearing down on your foes and trusting your momentum to carry you forward to safety.
Air
Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
You move into a stance that favors grace, circling your opponents nimbly while their attacks slide harmlessly past you.
Void
You do not receive strife from symbols on your kept dice. You can still receive strife from other sources.
You take a stance that does not commit to any direction or tactic, reading the potential energy of the situation and then acting as a conduit for its release.
Texto do livro
Core Rulebook · Chapter 6: Scenes and Conflicts › Conflict Scenes › Detailed Conflict Breakdown · p. 249 p. 250 p. 251
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This section has specific details for resolving a conflict scene. All types follow this form, though some have rules for unique parts of the scenario they represent.
Phase 1: Initiative
At the beginning of a conflict, the GM describes the unfolding scene, and each player can take the opportunity to ask questions about the surroundings.
Then, each character makes an Initiative check as they seek to get their bearings in the conflict. Initiative affects the order in which characters act.
Initiative Checks
An Initiative check helps determine a character’s initiative value for the scene. Each type of conflict uses a skill for its Initiative check, listed below:
Intrigue: TN 1 Sentiment check.
Duel: TN 1 Meditation check.
Skirmish: TN 1 Tactics check.
Mass Battle: TN 1 Command check.
A character can use any ring for this check. After a character resolves their Initiative check, that character enters the stance matching the ring they used.
Each PC participating in a scene should make an Initiative check, as should each sufficiently important NPC (minion NPCs can generate initiative value without a check, using their focus or vigilance attribute).
Determine Initiative Values
A character’s initiative value is based on their state of preparedness when the conflict began.
If the character was ready for the conflict, their base initiative value is their focus attribute.
If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Set Initiative Order
Organize the characters by their initiative value, highest to lowest, and record this initiative order along with the values. This is the sequence in which the characters act during Phase 2: Take Turns in many conflict types.
If two or more characters have the same initiative value, the one with the lowest honor attribute acts first, followed by the others in ascending order of honor.
Phase 2: Take Turns
After Phase 1: Initiative, the characters involved in the conflict act over a series of rounds. The order in which the characters act and the number of rounds the characters should play out before proceeding to Phase 3: Resolution are defined in each type of conflict.
Rounds
Before any character acts during Phase 2: Take Turns, a new round begins. Any effects that occur “at the beginning of the round” resolve.
Then, starting with the character at the top of the initiative order and descending in sequence, each character takes one turn each round.
After the turn of the last character in the initiative order ends, the round ends. Any effects that occur “at the end of the round” resolve. Then, the GM declares either that the conflict has ended (and proceeds to
Phase 3: Resolution) or that it has not ended (and repeats Phase 2: Take Turns, beginning a new round).
Turns
During a character’s turn, the character performs the following steps:
Step 1: Beginning of Turn
When a character’s turn begins, that character becomes the active character. Any effects that occur “at the beginning of the character’s turn” resolve at this point.
Step 2: Set Stance
Next, the character sets their stance. This is a character’s poise, footwork, tact, or some combination of the above depending on what the conflict entails. Each turn, a character can remain in the stance they were already in or switch to a new stance.
As part of setting a stance, a character may set the grip with which they are wielding a weapon (see page 230). A character may also drop any number of items on the ground. Readying a new weapon requires an action, however.
After setting a stance, a character remains in that stance until the beginning of their next turn.
In addition to determining which ring a character uses for the action they perform during Step 3: Perform Action and for any other checks they make while in that stance, each stance confers a passive benefit during a conflict, described in Table 6–1: Stances.
Table 6–1: Stances
Step 3: Perform Action
After setting their stance, a character may perform their allotted action for the turn. Each action is a distinct effort the character undertakes, described by their player or provided among the sample actions for the encounter or by the character’s personal abilities. Most actions require a check.
Once per turn, before or after performing an action, a character can also move a short distance (narratively or in range bands, as described on page 265).
Step 4: End of Turn
After a character performs an action and completes any associated activities (such as movement in a skirmish), the turn ends. Any effects that occur “at the end of the character’s turn” resolve at this point. The character ceases to be the active character, and the turn of the next character in the initiative order begins.
Phase 3: Resolution
Once the characters involved have completed their objectives (or definitively failed), the conflict reaches a clear end, or the GM feels that the scene should logically draw to a close, the conflict concludes. Any effects that occur “at the end of the conflict” resolve at this point. Play proceeds to a new scene as directed by the GM.
NAME | DESCRIPTION | STANCE EFFECT
Earth
When other characters make Attack action checks and Scheme action checks that target you, they cannot spend to inflict critical strikes or conditions on you.
You focus on your foundation, employing tactics that keep you rooted and defended while you await the exact right moment to act.
Water
During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
You remain flexible, ready to adapt as the situation demands, seize chances as they arise, or turn your opposition’s force against them.
Fire
When you succeed on a check, you count as having one additional bonus success for each symbol on your kept dice.
You go on the attack, bearing down on your foes and trusting your momentum to carry you forward to safety.
Air
Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
You move into a stance that favors grace, circling your opponents nimbly while their attacks slide harmlessly past you.
Void
You do not receive strife from symbols on your kept dice. You can still receive strife from other sources.
You take a stance that does not commit to any direction or tactic, reading the potential energy of the situation and then acting as a conduit for its release.
