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Spirit of the Century

By Robert Donoghue, Fred Hicks, Leonard Balsera - www.evilhat.com


Conflict Summary Sheet
by Brandon Amancio - www.fusionofthought.com\rpg\index.htm

Start of Conflict Choose Primary Action (PA) Generate Effort Spend Shifts: Attacker
Vs Person Contest Simple Only Attacker Rolls Attack: 1 lvl Harm per Shift
Frame the Scene Attack
To inflict Harm Attacker and Defender may opt to take a
Vs Object Simple Contest
Defender Rolls Consequence or Concession
instead of harm
Declare Scene Aspects Physical Attack (any): Fists, Guns, Weapons
Dark, Loud, On Fire, etc ... Physical Defense (any):Fists, Athletics, Weapons Determine Skill Rank For Trappings or Stunts
Social (Sample Conflicts) Mental (Sample) If Defender has acted: Skill -1 Time Category per Shift
Deceit vs. Resolve, Empathy Science
Rapport vs. Resolve, Deceit Academics If Not, Defender may switch to +1 Difficulty to Detect per Shift
Intimidation vs. Resolve Mysteries Full defense: Skill +2 +1 Quality per Shift
Declare Zones & Borders Power the Trapping (see text)
Determine Modifiers
Perform a Vs Person Contest
Skill is Complimented: +1 Power the Stunt (see text)
Maneuver Skill is Restricted: - 1 Maneuvers
Establish Groups Add an Aspect Vs Object Simple Ally generated Spin: +1 Fragile Aspect: 0-2 Shifts
Group Bonus Enemy generated Spin: - 1 Sticky Aspect: 3+ Shifts
2-3 4-6 7-9 10+ Full Defense: Skill +2 vs. Attacks
+1 +2 +3 +4
Roll Dice Spend Shifts: Defender
Use a Stunt or Trapping (varies) Spend 1 Fate Tag + 2 Generate Spin: Cost 3 Shifts
or Free Tag to: Aspect On Next Person’s Turn
Create a Simple Block = Raises
Effort = Skill Ally: +1 on Roll
Place Groups in Zones Block Enemy: -1 on Roll
(+/-) Modifiers
Overcome Simple (+/-) Dice Roll
Block
Establish Initiative Determine Result Sample Maneuvers
Method 1: Roll Alertness Sprint Simple
1 Zone/Border
Method 2: Go Clockwise Athletics per Raise Effort => Difficulty Blinding: Weapons vs Athletics
Simple
Success! Add Blinded Aspect
Key Choose Secondary Action Marking: Standard Attack/Defend
Contest Simple (Optional) Higher Effort is Winner Add Marked Aspect
Contest
Loser sets Difficulty Knockback: Fists/Weapons vs D.
Free Actions Move target a # of zones away.
Skill vs. Skill Skill vs. 1 Zone: 1 + Target’s Weight Factor
GM Set Difficulty Supplemental Action (-1 to PA) Winner Generates Shifts
2 Z: 3 + 2x(WF) | 3 Z: 6 + 3x(WF)
Thick Border Move 1 Zone (-1 to PA) Pushing: Fists/Might vs Defense
GM with Player Input Effort – Difficulty = Shifts Move w/ D. = WF +(1/Zone Moved)
Draw a Weapon (-1 to PA)

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