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Chapter 8: Conflict

This chapter describes the mechanical aspects of the main physical REACTIVE ACTION: Some actions will give your opponent the
and social combat, injuries and how to recuperate from them. opportunity to perform a Reactive Action in response of your choice,
like defending itself from an attack. On a Reactive Action you can
Life as an explorer is hard and often violent. You can run into wild perform a specific Main Action related to the action that triggered it
beasts, malicious raiders, cold-souled elves, terrifying monsters and (like defending yourself from an attack). You do not have a limit of
horrendous curses. When someone gets in your way, sometimes you Reactive Actions during a combat round.
have no choice but to hack your way through them by violence; and
sometimes you will be hurt doing that.
The rule system allows a fast-paced and often lethal physical combat, SURPRISE ACTION: If you perform an attack that the GM deems
so before you enter into aggression mode, you should always ask if it unexpected, from NPC’s perspective, you may perform one Surprise
is worth the risk. Action before the first round begins. On a Surprise Action you can
perform one Support Action, one Reactive Action, or one Main
Action (choose only one). After you finishes your Surprise Action,
Initiative Value is rolled by every participant, Initiative Order is
ROUNDS & INITIATIVE arranged by the GM and the first round starts. Remember that NPCs
can surprise PCs too.
When a conflict begins, physical or social, the GM stops the flow of
time and become to count it in short periods called Rounds. A round
is a time frame of approximately 6 seconds, so 10 rounds become 1 COMBAT BASIC CONCEPTS
minute. On one Round your character can perform some actions or
tasks that roughly comprises these 6 seconds. Initiative Value 1D10 + Competence Score.
To make things organised, all PCs and NPCs involved in the conflict Initiative Order Arrange results in order from highest to lowest.
scene have a Turn to act, and the turn sequence is arranged through Main Action Perform a complex task or one a task that
an Initiative Value: the result of 1D10 + Competence Score. involves: needs a skill roll.
Once rolled and defined the Initiative value of every participant in the Support Action Positioning on battlefield, preparation for a task,
conflict scene, the GM arrange the Initiative Order. The highest involves: or interaction with items/environment.
results go first.
Surprise Action
After every participant have acted, the 6-second Round finishes and, 1 Main Action or 1 Support Action
involves:
if the fight continues, a new Round begins with the same Initiative
Order. Some Talents may affect your Initiative Value or the Initiative Reactive Action 1 Main Action that must be related to the action
Order. To know more, refer to Chapter 6 – Talents. involves: that triggered it.
If you surprise your Perform a Surprise Action comprised of:
opponent you can: 1 Main Action or 1 Support Action.
On a regular combat Perform 1 Main Action and 1 Support Action or;
ACTIONS turn you can: Perform 2 Support Actions.
There are two basic actions your character can perform on your turn
during a combat round. A Main Action usually consists of rolling for
a skill or performing a complex/long task. A Support Action usually
consists of some movement or positioning in battlefield, preparation
of a complex/long task, or interaction with items or the environment.

When it is your time to act in the Round, you can perform one
Main Action and one Support Action (in any order), or two
Support Actions.
The table Actions lists examples and typical main and support
actions. How attacks work is explained in detail in the sections Close
and Ranged Combat. When it’s your time to act, simply state which
two actions you wish to perform, describe how you go about it, and
roll dice to see if you are successful.
Forbidden Lands of Symbaroum

ACTIONS

Support Actions Situation or Prerequisite Skill

Run, Walk, Crawl Not Engaged with an active enemy. If Engaged, needs to Retreat before movement. No check

Get up, Lie Down, You are prone and want to get up fast; or you are standing and want to lie down on the ground No check
Mount your Horse fast; or you want to mount your steed during a chase.

Draw a weapon or You reach for a weapon (like a sword or handaxe) or ammo (like arrows, bolts or throwing No check
ammunition knives) on your body or at Engaged Range (like over a table or in your mount).

Interact Search your backpack, open a door, enter in a carriage, dismount your horse, etc. No check

Take cover To hide or looking for protection against ranged attacks. Needs an obstacle at Short Range. No check

Prepare a shoot Cocking a bolt in the crossbow or reloading it. Must draw your bolt from case first. No check

Positioning Change your relative position on battlefield, but only inside the Short-Range Zone. No check

Reactive Actions Situation or Prerequisite Skill

Resist a spell Character must be conscious and willing to resist the effect. Discipline

Avoid falling Character tries to cling on the edges to avoid falling a cliff. Agility

Dodge an attack Character must be aware of the attack and not grappled or immobilized. Defense

Free Attack Character gains the opportunity to attack due to enemy’s lack of attention (GM decides). Melee Combat

Main Actions Situation or Prerequisite Skill

Melee Attack Needs a readied melee weapon and to be Engaged with an enemy. Melee Combat

Ranged Attack Needs a readied ranged weapon and a visible enemy at reachable range zone. Ranged Combat

Grapple Unarmed attack. Must win an Opposed Melee Combat vs Melee Combat skill check. Melee Combat

Brake Free You are Grappled. Must win the next Opposed Melee Combat check on your turn. Melee Combat

Spellcasting Invoke a magical power. Must be able to gesticulate and speak loudly and imposingly. Varies

Aiming Spend one Main Action aiming at the target to gain +2D6 bonus on your next attack roll. Ranged Combat

Ready Hold your action until a triggering action be performed by an enemy. No check

Retreat Safely getting away from an Engaged enemy. No check

Assist Help an ally in battlefield. Both must perform the same action type. Varies

Disarm Must win an Opposed Melee Combat vs Melee Combat skill check with a -4D6 penalty. Melee Combat

Feint Must win an Opposed Melee Combat vs Insight. On a success, +2D6 on next attack. Melee Combat

Shove Must win an Opposed Athletics vs Athletics skill check. On a success, target falls prone. The Athletics
GM decides if the target creature can be shoved based on its size and number of limbs.

Charge Must run from Short Range into Engaged Range and attack. Increases damage in +1. If your Melee Combat
attack fails, the enemy gains a Free Attack against you.

Use an item Apply first aid on a fallen friend using a medicine kit; or search for a tomb exit location on your Varies
map while running from undeads (example of complex tasks).

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the exact distance of a shot, or a circular area of effect of a spell in


squares.

ZONES
The map is divided into areas or Zones. A zone is typically a room, a
corridor, or an area of ground. It is inside the zone that all PCs and
NPCs are during a scene and where their actions occur.
A zone is generally smaller in a cramped environment than in open
terrain where long-range sight and ranged attacks can be performed
more easily. A Zone exact size always follows its range category (see
below).
OBSTACLES: The GM must describe the zone to every player so
their PCs can properly interact with its features, like obstacles,
corridors, stairs, furniture, and NPC’s locations. Each obstacle that
may hamper character movement must be indicated to PCs along
with the necessary skill checks they would need to pass to overcome
them.
ILUMINATION: During description, the Zone must be classified
according to its illumination as the lack of it may significantly
hamper the PCs actions against their enemies. There are three
illumination categories.
 Clear: The condition when most creatures see normally. Even
gloomy days provide enough light, as do torches, lanterns,
bonfires, etc. You can see clearly up to Extreme Range if no
obstacle blocks your sight.

RANGE CATEGORIES
 Shadows:
Engaged Close enough for physical interaction (±2m); can hear whispers; can see facial expressions. A partially
Short Several meters between targets (±10m); can talk comfortably without raising voices. obscured
area. An
Medium Several dozen meters between targets (±50m); must talk loudly to hear each other. area of
Long Further than several dozen meters between targets (±100m); must shout to hear each other. shadows is
usually a
Extreme Several hundred meters between targets (±500m); cannot hear each other even shouting. boundary
Number of Support Actions Needed to Move From Zone/Range to Another between a
light
From/To Engaged Short Medium Long Extreme source
(such as a
Engaged 0 1 2 4 6
torch), and
Short 1 0 1 3 5 its
Medium 2 1 0 2 4
Long 4 3 2 0 2
Extreme 6 5 4 2 0
surrounding darkness. The full moon night sky, the soft light of
twilight and dawn also counts as dim light. The range of your
sight is limited to medium range.

 Darkness: A totally obscured area. Characters face darkness


outdoor at night, within the confines of an unlit dungeon or a
subterranean vault, or in an area of magical darkness. The range
of your sight depend on your light source reach. All attack and
MAPS, ZONES & RANGES defense rolls in darkness have a penalty of -2D6.

A violent conflict is typically played out using a map of the location


your characters happen to find themselves fighting for their lives in. RANGE CATEGORIES
However, this rule system uses a less rigorous approach, allowing
playing without a map. Although it still helps understanding the The different distances between you and your opponents can be from
relative position of every combatant involved, you do not need to five Range Categories. These ranges indicate the borders of
count the exact number of squares a character can move on the map,

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concentric zones of different sizes. The table below exemplify all five movement using them. The GM just need to stablish “distances
range categories. approximations” based on Range Categories, so the PCs can reach
using their Support Actions (movement).
To move from one range zone to another, you need to execute
movement; represented in game terms as a Support Action (run, walk
or crawl). Long range categories will need more than one movement
to cover.
CLOSE COMBAT
To move from one location inside a Short-Ranged zone, to another
location inside the same zone, you must spend one Support Action When you attack someone with your bare fists or a melee weapon,
(usually Positioning Action). However, if you want to change your you use the Melee Skill. Close combat usually happens at Engaged
current distance from your enemy, you must change your Range Range. You can fight unarmed or use a weapon – the latter case may
Category. give you a Gear Bonus on your attack roll.

To getting closer to your target, um must change your Range to To hit your enemy with your attack you need to win an Opposed
Engaged. If you want to get away form your enemy, you must Skill Check between Melee Combat (yours) and Defense (enemy).
change to Short Range or even farther. To change your Range Remember that several modifiers may apply on this skill check (to
Category you must spend Support Actions to move. See the table both attacker and defender). On a failure you miss your blow.
below. The majority of combat scenes occur in Engaged and Short On a success, you hit the target. Sum your weapon damage rating and
Ranges, so do not worry to memorize the whole table conversion your number of successes on the attack roll – this is your damage
scheme; just keep it as a reference. delivered. If your enemy has any Damage Resistance (like from its
armor), reduce the value from the damage delivered. The target
receives the remaining damage points as physical damage on its
Potence Score. See table Combat Resolution.
If you had more than one success on your Opposed Skill Check (after
comparing attack roll vs. defense roll), you may increase your
damage in one point for each success. Alternatively, you may convert
some or all of your successes into Combat Stunts. The table Stunts
below is a collection of suggestions. The GM and players are
encouraged to develop different Stunts (or events) that may occur
with remaining successes from an attack roll.

COMBAT RESOLUTION
Steps Resolution
1: Attack Roll Roll Melee or Ranged Combat Skill (+ Modifiers)
2: Defense Roll Roll Defense Skill (+ Modifiers)
3: Compare Compare successes between attack vs defense. Attack
Number of is successful if it gets more successes than defense.
Successes Keep the number of attack successes to next step.
Sum your Weapon Damage Rating value with your
4: Damage
attack successes to know your Damage Delivered. This
Delivered
ENGAGING ENEMIES: While Engaged with your enemy, you can value will be reduced by armor (if any).
walk around it, although it will accompany your position. Some
5: Apply
Talents and Combat Stunts (see below) may allow you to attack from Reduce from the Damage Delivered your Damage
Damage
behind your enemy or perform special combat maneuvers. Resistance value (from armor, magic, elixirs, etc.)
Resistance
To become Engaged with your enemy (allowing the use or melee Apply the final damage to targeted attribute (usually
weapons against it), you must first walk into your enemy Engaged 6: Final Damage
Potence).
Zone. Usually this movement (through a Support Action Walk),
doesn’t provoking a Free Attack from your enemy (unless it is using Spend remaining successes (if any available) on a
7: Stunts
a Reach Weapon, see weapon qualities in Chapter 7 - Equipment). combat maneuvers or Stunts (optional)

To exit from an Engaged enemy, you may simply spend a Support


Action (Walk, Run or Crawl) to change your range zone to Short
Range. However, turning your back to your opponent gives it a Free
Attack against you. To exit from an Engaged enemy without
provoking a Free Attack from it, you must perform a Retreat (a Main For example: Bob, the barbarian, starts a fight against a thug. Bob’s
Action). player makes a Melee Combat Skill Check. His Potence Attribute is
3; plus, his Melee Combat Skill rank of 3. The player rolls 6 dice and
RELATIVE POSITIONS: Most of the time, your character will get 3 successes. Then, the GM makes a Defense Skill Check. The thug
confront more than one enemy at the same time. In these moments Competence Score is 4, his Defense Skill is 3, and he has an Armor
you must keep track of the relative position of each enemy in relation Resistance Rating of 2. The GM rolls 7 dice (Competence + Defense)
to the PC. This is the reason why the use of maps is necessary. As and gets 2 successes.
you can place miniatures or markers to know the distances (Range
Categories) between every participant in the scene. Just do not worry The Opposed Skill Check results in one success in favour of Bob. His
with hexes and squares on the map, or the exact way to calculate Weapon Damage Rating is 2, so the Damage Delivered is 3, two
from the weapon plus one from the number of successes on the attack

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roll. The thug has armor of 1D3. The GM rolls 1D3 and gets 2 as  It must immediately roll on the Critical Injury Table with a +10
result. So, the Damage Delivered of 3 is reduced to 1 (3-2=1, the modifier on the D20. See more about critical injuries below.
Final Damage). The thug reduces its Potence Score in one point,
from 5 to 4.
If Bob had had another 3 remaining successes, he could have SURPRISED TARGETS: Fatal blows can be delivered against
converted those into a Prone Condition for his enemy, making the unaware targets through a Surprise Action in the beginning of a
thug trip and fall from Bob’s combat maneuvers. Alternatively, he combat scene. This makes ambushes, skirmishes, and traps
could increase his final damage in +1 (with one remaining success) dangerous and lethal, like real life. To reduce game’s lethality, the
and reduce the enemy’s Armor Resistance Rating in -1 (with two GM may allow the following:
successes).  Surprised targets may make a Defense Roll against surprise
attacks if the player character passes on an Hard Awareness
STUNTS
The remaining successes of your attack can be converted into:
MELEE WEAPONS
1 +1 physical damage point per additional success OR
When you enter close combat, it is wise to have a melee weapon in
+1D6 attack bonus to the next ally, for the next round OR
hand. Weapons give you a Gear Bonus for your roll, increasing the
2 +1 fatigue damage point per additional success OR
damage caused and allowing you to perform actions that are harder or
Reduce enemy’s Armor Resistance Rating in -1.
even impossible without a weapon.
Change your Initiative Value up or down 5 positions OR
Beyond a Gear Dice and damage, each weapon also has one or more 3
Apply an automatic Condition, like Prone or Grappled
qualities that may slightly bend the standard rules, giving its user an
advantage in certain combat situations or against certain enemies. Spend one of GM’s Fate Points in your favor (GM must approve
4
Refer to Chapter 7 – Equipment to find the weapon tables and their your event description and consequences)
qualities. Skill Check (as a Free Reactive Action).

ARMOR & SHIELD RETREAT


By wearing armor, you can protect your body from physical damage; If you have an active enemy at Engaged Range, you must execute a
so, avoiding reduction of your Potence Score. Armor don’t provide Retreat (Main Action) in order to move away from him or her (to a
protection from other kinds of damage (like falling, cold, fire, Short Range). If you fail, you still move but your enemy gains a Free
electricity, etc). Attack against you. The free attack doesn’t count toward their actions
The effects of armors are determined by its Damage Resistance. in the round and you can roll your Defense Skill if you are aware of
When you suffer damage from a physical attack (slashing, piercing, the Free Attack. After finishing the free attack, you can complete
or bludgeoning), you roll the dice of your Armor Damage your movement (if the Free Attack doesn’t disable you).
Resistance and reduce its result from the Damage Delivered from the
attack. If this reduces the damage to zero, the armor absorbed the
blow. MOUNTED COMBAT
Armors are heavy and bulky, giving a Hindrance Penalty to your While mounted, you can use the Potence Attribute of your mount
physical actions. Each Hindrance Penalty point reduces in one the instead of your own when calculating your dice pool. However, your
number of dice you roll during attacks, defenses, and athletic actions. mount needs to be trained in how to engage and behave during
Refer to chapter 7 – Equipment for the armor list and its combat (usually warhorses). Additionally, your high ground and
characteristics. mobility gives you +1D6 on your defense rolls against engaged
Shields have a Shield Defense Bonus, increasing your defensive rolls melee attacks while mounted.
(Defense Skill) in a number of D6 equal to your Shield Defense
Bonus. The GM decides against which kind of attack you can use
your shield. Although, you usually use it against melee and ranged GRAPPLING
attacks. However, in some situations, a shield can protect you against
magical effects or monster attacks, like fiery explosions and acid spit. If you grapple your opponent in close combat, both you and your
opponent become entangled, usually falling to the ground (in the case
of humanoid’s unarmed fighting) or restrained in some way by a
monster’s tentacles or magical dark vines.
FATAL BLOWS
The opponent drops any non-light weapons they were holding and
If you are engaged with a helpless enemy, (i.e., sleeping or cannot move from its current location (unless dragged by the
immobilized in some way) you can deliver a defenseless attack, as grappler). The only action they can perform is an attempt to Break
the target cannot actively defend for itself. This attack is usually Free – which is a Main Action. Although the target can use its
considered a Fatal Blow, as all dice rolled will not be cancelled by an support actions to draw a light weapon from its sheath, for example,
opposed defense roll. giving a Gear Dice bonus to its Break Free attempts.
Some attacks (when considered Fatal Blows) don’t need to be rolled; When you are the grappler, the only action you can perform (apart
like when a bounded and gaged victim’s throat is cut with a knife. On from releasing your opponent) is a grapple attack, squeezing
a Fatal Blow: (delivering physical damage to its Potence Score) or suffocating it
(delivering fatigue damage to its Competence Score, see suffocation
 The target is automatically hit and loses all of its Potence points.
rules). This works as a normal unarmed attack but cannot be opposed

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by Defense Skill. So, allowing all successes to be converted into he or she wants to attack the real target or the cover (to brake or
damage points. eliminate its target protection).
There are three Cover Categories: Total, Major and Minor. Total
Cover gives you total protection (and full concealment); so, the
enemy cannot target you, only your cover. A Major Cover protects
RANGED COMBAT the majority of your body living only your head and maybe one arm
When you shoot or throw something at someone you must roll your partially visible. A Minor Cover protects only half your body, like
Ranged Combat Skill. You need to be able to see your target, at waist down.
least its position. You also need a ranged weapon, even if it is a
regular rock from the ground.

DAMAGE
RANGED WEAPONS Damage can come in many forms and once received, they reduce one
of your four Attribute Scores. So, in practice, your character has an
To attack with a ranged weapon, you need to (re)load it first, and Attribute Score (its maximum value) and an Attribute Value (its
execute the attack next. Some melee weapons can be thrown, they current damaged value).
have a quality called Throwing, that allow this.
All four Attribute Scores will fluctuations during play, and you must
To draw a weapon ammo (arrows, bolts, and bullets) from its keep track of them to know how many dices you have for a specific
compartment you must spend a Support Action, while to shoot you check.
must spend a Main Action. Some ranged weapons (like crossbows,
lasso, slings, and bolas) need an additional Support Action to prepare When rolling for an attribute of skill check, you must use your
their ammo before being fired/released against the target. Attribute Value, not its full score. So, if you have Potence Score 4
and receives 3 damage points, its current value drops to 1. Until
healed, you make Potence Checks with only 1 dice from your
SHOOTING MODIFIERS attribute.

When you shoot at something or someone, you must consider its


distance, size and cover. For example: Bella the blond goblin, has Competence 5 and Agility
3. She is tired after a long chase and receives 2 fatigue points,
SHOOTING RANGE: The longer the distance the higher is your
dropping her Competence to 3. To perform a climb and flee from her
Ranged Combat Skill Check penalty – see the table Shooting
captors she must roll her Athletics Skill Check using 6D6 (3+3). If
Modifiers.
she had time to rest before climb (recuperating from fatigue) she
If you are Engaged with your target, you get –3 penalty on your would roll 8D6.
Ranged Combat Skill Check, since it’s very hard to draw an arrow on
an opponent that is so close to you. This does not apply if you are
shooting at a defenseless, helpless or completely oblivious opponent DAMAGE TYPES
at Engaged Range – in that case, you get a +3 bonus instead.
CORRUPTIVE: Damage caused by Corruption and its
TARGET SIZE: Small targets are harder to hit, while larger targets
manifestations, like abominations attacks. Corruptive Damage and
are easier. Refer to the table to see if your attack roll has a bonus or a
Temporary Corruption Points are the same.
penalty from target size.
ELEMENTAL: Elemental Damage have sub-categories according
with the natural element used: Acid, Cold, Fire and Lightning.
Elemental damage is applied on Potence.
SHOOTING MODIFIERS FATIGUE: Fatigue Damage represents weariness and exhaustion.
Fatigue Damage is applied on Competence.
Range Zone Skill Modifier Target Size Skill Modifier
INTELLECT: Intellect Damage represents confusion, hate and
Engaged -3D6 or +3D6 Tiny -3D6
insanity. Intellect Damage is applied on Intelligence.
Short 0 Small -1D6
MORALE: Morale Damage represents shame, fear, despair and
Medium -1D6 Medium 0 hopeless. Morale damage is applied on Presence Score.
Long -2D6 Large +1D6 NECROTIC: Necrotic Damage is generated by entropy, aging and
Extreme -3D6 Huge / Colossal +3D6 / +5D6 dark forces from the Shadow Realm, usually undead attacks. Necrotic
damage is applied on Potence.
Cover Categories
NON-LETHAL: Unless otherwise noted, all damage on Potence is
Total Major Minor considered lethal. To deliver a non-lethal damage (usually fatigue
Cancel Attack +3D6 +1D6 and bruises) you must use unarmed attacks or bludgeoning weapons.
When you Disable a creature using these attacks (and damaging
COVER: Taking cover behind something counts as a Support Potence) you declare if your damage was lethal or non-lethal.
Action. Using a sturdy structure to protect you from arrows gives you PHYSICAL: Damage caused by physical forces that explode, push,
additional bonuses to your Defense Skill Check. A cover can also be a pull, compress, stretch, warp, contort, smash (bludgeoning weapons),
living creature, used as “human shield”. The attacker must choose if cut (slashing weapons) and penetrate (piercing weapons). Physical
damage is applied on Potence Score.

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POISON: Poison Damage comes from the effects of a poison On both tables you roll 1D20, the lower the result the better. The
toxicity on a living being. Poison damage is applied on Competence worst result of a Critical Injury Table is Final Death, while in
Score. Mental Trauma Table is Permanent Madness. If your roll reaches
these results your character is no more playable and you must create
RADIANT: Radiant Damage comes from the unique aspects of a new one.
sunlight and theurgy spells. Artificial light from torches and lamps
cannot duplicate real sunlight radiance. Radiance damage affect Racial traits, talents, diseases, poisons, and magical effects can
undeads and is applied on their Potence Score. influence this D20 roll. Just sum all modifiers before rolling the D20.
For example, if you have a -4 from ogre race, and a +2 from a curse,
SICKNESS: Sickness Damage comes from the effects of a disease you roll 1D20-2.
or illness on a living being. Sickness damage is applied on
Competence Score.  Each Critical Injuries or Mental Trauma you have generates a
+1 modifier on your next Disabled Roll on the same table. This
modifier persists until that critical injury or mental trauma is
healed. So, if a character becomes Disabled and he or she already
DISABLED
has 3 critical injuries (whatever the severity) the new Disabled
If one of your Attributes reaches zero, you become Disabled. This Roll for Critical Injuries would be 1D20+3.
means that you are put out of action in one way or another. Exactly  Each damage point received after becoming Disabled, add a +1
what it means to be Disabled depends on what attribute has been on your d20 roll. So, if a Disabled character receives 4 damage
depleted: points it will roll 1d20+4.
 At GMs discretion, high severity critical injuries and mental
POTENCE: You are knocked senseless and instantly gains one traumas generate penalty dices on physical and social actions
Critical Injury (see below). You can’t perform any main, reactive or (skill checks). These are called Hindrance Dice and can be
support actions, cannot roll for any skills nor cast spells. found on each table.
COMPETENCE: You collapse from exhaustion or you are gravely As you can see, accumulating untreated Critical Injuries and Mental
ill. You can only crawl and wheeze. You can’t perform main actions Traumas brings you closer and closer to final death or permanent
nor cast spells. You only roll on the Critical Injuries Table (see madness.
below) when you are disable by poison or sickness damage.

DISABLED ROLL
One of your attributes reaches zero:
Step Potence or Competence: you fall prone and cannot act.
1 Intelligence or Presence: you run away or give up and leave.
Step Potence or Competence: roll 1D20 on Critical Injuries Table
2 Intelligence or Presence: roll 1D20 on Mental Traumas Table
Talents, elixirs and spells can apply modifiers to D20 roll
Untreated critical injuries or mental traumas add +1 on D20 roll
Notes
Received damage after disabled; each point adds +1 on D20
Received a Fatal Blow, add +10 on D20 roll

DISABLED ROLL (1D20): When one of your attributes reaches


zero, you must roll a D20 on a Critical Injury (Potence or
Competence) or Mental Trauma Table (Intelligence or Presence).
 You can’t go below zero in any attribute, if you suffer any
further damage, you gain additional Critical Injuries or Mental
Traumas.
 For each damage point received after becoming Disabled, you
add a +1 on your Disabled Roll.

For example: Bob has Presence 3 and took 5 Morale Damage Points
from an undead Fear Attack. Bob has no Fear Resistance thus taking
all 5 damage points. His Presence goes to zero and he becomes
Disabled. Now he must make a Disabled Roll with 1D20+2 (5-3=2).
If he doesn’t become totally insane, he will run from the undead as
fast as he can.

CRITICAL INJURIES & MENTAL TRAUMAS


Every time one of your Attributes reaches zero, you become
Disabled and must make a Disabled Roll to know its consequences.
The Disabled Roll is made on a Critical Injury Table (when disabled
by Potence or Competence) or on a Mental Trauma Table (when
disabled by Intelligence or Presence).

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CRITICAL INJURIES

1D20 Injury Death Medicine Skill Hindrance Dice


On a Failed Death Roll:
Result Severity Rolls Check Difficulty (Physical Actions)

1-5 Superficial 1 Week Increase the severity to Discouraging Challenging None.

6-9 Discouraging 1 Day Increase the severity to Deep Challenging None.

10-13 Deep 6 Hours Increase the severity to Fearsome Hard -1D6

14-16 Fearsome 1 Hour Increase the severity to Agonizing Hard -1D6

17-19 Agonizing 30 Minutes Increase the severity to Horrific Very Hard -2D6

20-22 Horrific 1 Minute Increase the severity to Gruesome Very Hard -2D6

23-24 Gruesome 1 Round Increase the severity to Lethal Extremely Hard -3D6

25+ Lethal - Final Death. - -

MENTAL TRAUMAS

1D20 Trauma Madness Medicine Skill Check Hindrance Dice


On a Failed Madness Roll:
Result Severity Rolls Difficulty (Social Actions)

1-5 Absentminded Season Increase the severity to Confused Challenging None.

6-9 Confused Monthly Increase the severity to Nervous Challenging None.

10-13 Nervous Monthly Increase the severity to Obsessed Hard None.

14-16 Obsessed Weekly Increase the severity to Paranoid Hard -1D6

17-19 Paranoid Weekly Increase the severity to Fanatical Very Hard -2D6

20-22 Fanatical Daily Increase the severity to Irrational Very Hard -3D6

23-24 Irrational Daily Increase the severity to Insane Extremely Hard -4D6 LONG
REST: A
25+ Insane - Permanent Madness. - - Long Rest
is a period
of at least 8 hours without physical activity, usually sleeping but can
be reading or talking around a campfire. As long as you’re not
Disabled, after a Long Rest, your character recovers all attribute
RESTING, HEALING & RECOVERY points. He or she can also recover from some Conditions or perform
long-term tasks that require daily dice rolling like healing critical
There are different ways to recover from fatigue, wounds, and mental
wounds.
traumas. But as a general rule, after becoming Disabled by any type
of attribute damage, after 1 hour, your body recovers naturally, MEDICAL CARE: Through a Challenging Medicine Skill Check
healing 1 point back in the relevant attribute score. you immediately recover a number of attribute points equal to the
number of successes rolled. The healer needs a Main Action and a
SHORT REST: A Short Rest is a period of at least 1 hour without
medicine kit with enough supplies, though. This is the most common
strenuous physical activity, usually a break to eat, tend your wounds
form of healing in the battlefield or away from home. You can repeat
and take a breath. As long as you’re not Disabled, after a Short Rest,
this action on the same victim after he or she finishes a Long Rest.
you recover 1D4+1 points of lost attribute points due to damage,
fatigue, fear, madness, etc. You must not be suffering from any RECOVERY: Even after all attribute points have been recovered,
Condition that blocks recovery, though (see Conditions Section). If the Critical Injuries and Mental Traumas remain until properly
you have several damaged attributes, you decide the order in which treated. The best way to recover from critical injuries and mental
they are healed. traumas is through a Season Activity called Recovering.
However, until your character finds a proper place to rest and
recover, he or she will depend on Medicine Checks from a reachable
healer and its current supply of herbs, salves, and potions. The
Critical Injury and Mental Trauma tables shows the difficulty checks
of each injury/trauma severity and the frequency those rolls must be
made for improvement or not.

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After a full day treating a victim on a safe place with proper medical generates a permanent reduction of one PC’s attribute in one point
supplies, the healer can make his or her Medicine Skill Check; adding (the GM chooses which one according to scene).
its number of successes on the patient’s next Death/Madness Roll
made by the patient. On a failure, the patient doesn’t improve and
continue to make Death/Madness Rolls according to its For example: Bob has one critical injury with Fearsome Severity.
injury/trauma severity. Each hour, Bob must pass on a Death Roll (see below) or its
Fearsome Critical Injury will worse, becoming an Agonizing Critical
Injury. Bob knows Medicine and have a medicine kit to treat his own
FINAL DEATH & PERMANENT MADNESS wounds. The player makes a Medicine Skill Check and gets 2
successes. After 30 minutes (Agonizing Severity Time), Bob’s player
If you have an untreated critical injury or mental trauma, you must makes another Death Roll with two automatic successes. His dice
make a Death or Madness Roll each time the listed time for that doesn’t get any successes, but with the two successes he improves his
injury/trauma runs out. Critical Injury from Agonizing to Deep. In this new severity level,
Bob must make another Death Roll after 6 hours.
DEATH ROLL: Make a Challenging Potence Check (using your
full score). If the Death Roll fails, your injury worsened through Bob also has one mental trauma with Absentminded Severity and
infection of bleeding, and now it is considered one category worse need to make a Madness Roll every season to know if it improves to
than before. If you succeed, you improved, reducing the injury total cure or worse to Confused Severity. Using incenses and herbs,
severity in one category per success on your roll. You continue to he may add his Medicine Skill Check successes into his next Madness
make Death Rolls when the new amount of time has passed. If you Roll. However, he gets no successes in his dice roll, so he must rely
have one success on a Superficial Death Roll, you become fully only on his Madness Roll successes. After a full season waiting, he
healed and does not need to make additional Death Rolls for this makes the roll and get no success at all. His mental trauma worsened
injury anymore. to Confused as his nightmares continue tormenting him.

MADNESS ROLL: Make a Challenging Intelligence Check


(using your full score). If the Madness Roll fails, your mind becomes
more confused and distant from reality, worsening your mental NON-COMBAT DAMAGE
trauma in one category. If you succeed, you improved, reducing the
madness severity in one category per success on your roll. You There are several situations unrelated to combat scenes that may
continue to make Madness Rolls when the new amount of time has produce damage to a character’s body or mind, like humiliation,
passed. If you have one success on a Confused Thoughts Madness dishonour, fear, confusion, suffocation, falling, fire, poisons,
Roll, you become fully healed from this mental trauma. diseases, etc.
Note that there are a small number of critical injuries and mental
trauma results that kill you outright or make you mad instantly. At
ELEMENTAL DAMAGE
DISEASES
Intensity After one day of being exposed to a dangerous contagion or
Examples infection, you need to make a Sickness Roll. It is an opposed roll
Rating
between Athletics and the Virulence Rating of the disease with which
Acid: enough to corrode a pair of gloves. he or she had contact.
1 Cold: walking naked under 10 degree Celsius.
Fire: burn your hand with the lantern flame. The Virulence Rating indicates how many D6s are rolled by the GM
as an attack against your internal organs. A weak disease has a
Acid: enough to corrode a small wood bucket. Virulence of 3, strong diseases have a Virulence of 6, and deadly
2 Cold: walking naked under zero degree Celsius. plagues can have a Virulence of 9 or more.
Fire: burn your arm with a torch flame.
If you fail the roll, you fall sick, and acquire the Sickened Condition
Acid: enough to corrode metal items. (see below). On a success you eliminate the disease from your body
3 Cold: walking naked under -10 degree Celsius. but remember that you may have transmitted it during a full day
Fire: burn half your body on bonfire. before the start of your character symptoms (the Sickness Roll).
Acid: enough to corrode an entire heavy armor plate.
4 Cold: walking naked under -20 degree Celsius. ELEMENTAL DAMAGE
Fire: burn all your body on a large fire (witch stake). Some elemental forces of nature cause damage to your character
Acid: enough to corrode a rock wall. Potence Score. They are ice, fire, electricity, force, and acid.
5-6 Cold: walking naked under -30 degree Celsius.
The dangerousness of these elements is measured by an Intensity
Fire: burn all your body covered with burning oil.
Rating. When exposed to these elements, you suffer one point of
Acid: enough to corrode a reinforced metal wall. elemental damage to your Potence Score equal to its Intensity Rating
7-8 Cold: walking naked under -40 degree Celsius. for every round you keep in contact with the damaging element.
Fire: burn all your body inside a house on fire.
The GM decides if your armor can protect your body from the
Acid: swim on a sulfuric acid pool. elemental damage accordingly to the scene. Spells and elixirs can
Cold: be instantly frozen in seconds. give the character Elemental Resistance. In this case, you must
9-12
Fire: walking over burning lava. choose from which element your resistance will protect you. You
Lightning strike decide this during your spellcasting or purchasing of elixirs. See the
GM discretion, the player may call for a Fate Roll, cancelling the Elemental Damage Table below for damage Intensity examples.
d20 roll and rerolling it. However, each Fate Roll used in this way

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SHAME
Shame is a type of Morale Damage applied on your Presence Score.
As soon as it reaches zero, your character becomes Disabled and
FATIGUE must roll on the Mental Trauma Table – see chapter 8 Conflict.
Strenuous or prolonged physical activities will produce fatigue points If a creature becomes Disabled by Morale Damage (Shame), it
and reduce your Competence Score until it reaches zero and you fall immediately leaves the presence of other people. If cornered he or
exhausted (Disabled) to the ground. The GM determines when your she may become aggressive or just cry. The character may feel
character receives fatigue damage, but usually each time you roll humiliated or dishonoured. Whatever the case, the character must
your Athletics Skill, or after each combat scene, you should receive at make a roll on the Mental Trauma Table – see chapter 8 Conflict.
least 1D3 fatigue points. Frequent or untreated mental traumas accumulate, leading you closer
and closer to permanent insanity.

FALLING
Falling on a hard surface automatically inflicts an amount of Force
Damage to you equal to the height of the fall (in meters) divided by POISON
2, rounding all fractions down.
Poisons are measured by a Toxicity Rating. A weak poison has
In a controlled jump, roll Agility – each success rolled reduces the Toxicity of 3, a strong poison has Toxicity of 6, and a deadly poison
damage done by one. Armor can also protect you from falling can have Toxicity 9 or even more.
damage.
Like Disease Virulence rules, make an Opposed Roll between
Poison’s Toxicity and your character Athletics. If the poison wins,
you acquire the Poisoned Condition (see below) and you suffer its
FEAR full effects.
Terrifying experiences, be it from chaotic battles or supernatural
horrors may generate the primal feeling of fear.
When subjected to a frightful experience or creature, the character SUFFOCATION
automatically gains one or more points of Morale Damage (Fear). Suffocation usually occurs during a close combat (like grappling) or
This damage varies according to scene, creature type, spells, etc. during a drowning. A character can hold its breath for a number of
If a creature becomes Disabled by Morale Damage (Fear), it flees rounds equal to double its Potence Score. After that time, the
cowardly as fast as possible. If cornered he or she may faint or character loses one Competence point per round by Fatigue
freezes, crying and screaming. Whatever the case, the character must Damage.
make a roll on the Mental Trauma Table (see below). Frequent rolls If the character becomes Disabled by suffocation he or she collapses
on this table can lead you to madness. to unconsciousness (see Unconscious Condition). If suffocation
continues after unconsciousness, the character dies after 1D3 rounds.

MADNESS
Madness is a type of Intellect damage applied on your Intelligence DAMAGING OBJECTS
Score. As soon as it reaches zero, your character becomes Disabled
and must roll on the Mental Trauma Table – see chapter 8 Conflict. Sooner or later, your character will need to smash a door, bend jail
bars, break manacles or chains, cut a rope or crack an undead locked
ITEMS ARMOR & WHOLENESS
casket. In these moments, you will need to know how much damage
Example of Item or Object (its Wholeness) Armor items and objects can take before falling into pieces.
Paper (1), glass or crystal (2) 0 Items and objects that are not been worn or handled by a creature,
cannot defend for themselves. In this case, the player usually doesn’t
Clothes (3), thin rope (3), thin book (3) 0
need to roll the dice, although the GM must decide if the attack can
Leather (3), thin wood or bone (4), thick rope or book (5) 1D3 or cannot break the item or object.
Hard leather (5), wood door/window/chest (6) 1D4 You may consult the Table Items Armor & Wholeness below to have
Regular wood trunk (10), metal tool or utensil (3) 2D4 an idea of how much damage an item can resist. An item’s Armor
function like a character’s armor, reducing the damage taken from an
Metal bars (4), chains and manacles (3) 3D4 attack. An item’s Wholeness indicates how much damage points it
can sustain before breaking and become useless.
Metal door/window/chest (6) 4D4
Stone wall (20), reinforced metal door (12) 5D4
Frequent or untreated mental traumas accumulate, leading you closer
and closer to permanent insanity.
Other Intellect Damage types, like confusion, can lead your character CONDITIONS
to madness too. In reality, anything that makes you roll on Mental
Trauma Table can. Conditions function as situational templates that you apply on your
character to keep track of bonuses, penalties, and action limitations.

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When subjected to a Condition, mark it in the relevant check boxes  You need to make Athletics Checks at regular intervals
on your character sheet. depending on the temperature. On a failure, you suffer one points
of Elemental Damage (Cold) to your Potence Score.

ADDICTED
BLINDED
A creature that receives five or more Intellect Damage (Madness)
points from a single substance type in a period of 24 hours become A Blinded creature cannot see, thus unable to make ranged attacks or
Addicted in that substance. run through a zone with obstacles. However, it can clumsily engage
in close combat:
 An addicted creature needs a new dose of the addicting
substance in 1D4 days. After that time, each 24 hours without the  A blinded creature has -2D6 on Agility, Defense and Melee
substance demands a success on a Discipline Skill Check to Combat Skill Checks.
resist the crave for more 24 hours. On a failure, the creature  A blinded creature cannot perform Ranged Attacks or conjure
becomes Depressed (see below) and receives one Mental magical effects that requires Vision.
Trauma. The creature will do whatever is necessary to acquire a
new dose as soon as possible.
GRAPPLED
CHARMED A Grappled creature has part of its body entangled or bonded. When
the grappling occurs between two humanoids, their aim for the neck
The creature has become the target of a magical effect called Charm. or joints, trying to suffocate the target or causing enough pain
Usually employed by small faeries and predators from the eternal through arm locks to force it to give up and surrender.
night. It affects the mind of the target, changing its feelings towards
the caster creature, or charmer. The victim usually became fond of  A grappled creature cannot walk, run, crawl, jump, or change its
the charmer, trying to help and protect it, although not through position in battlefield or range category.
dangerous actions to itself.  A grappled creature must pass on a Break Free Action to leave
the grappler’s grasp and return to Engaged Range.
 A charmed creature cannot directly or indirectly harm the  A grappled creature can only use light weapons against its
charmer. grappler.
 A charmed creature desires the friendship and wellbeing of the  While Grappled, spellcasters must pass on a Hard Mysticism
charmer. Check to cast their spells.
 The charmer has +2D6 to all social skill checks made with the
charmed creature.
 The charmed creature may help the caster in small tasks that do
not endanger its life. IMMOBILIZED
An Immobilized creature has all its body entangled or bonded. So, it
cannot attack, defend, manipulate items, move, jump, change its
DEHYDRATED position of range category. This has several effects:

You must drink a ration of water at least once per day. While in the  Attacks against immobilized creatures may be considered Fatal
wilderness, you must roll your Water Consumable Dice. After a day Blows if delivered from Engaged distance.
without water, you become Dehydrated. The effects are:
 You cannot heal critical injuries or attribute damage.
 You suffer 1 point of Fatigue Damage to both Potence and
Competence after 24 without water. If you become Disabled  If not gagged, immobilized creatures can talk, see, and hear, but
from dehydration, you die in 1D4 hours. cannot interact physically with their surroundings. However,
Thievery Skill can be used to free itself from ropes, chains and
chackles.
DEPRESSED  While Immobilized, spellcasters cannot cast their spells.

A Depressed creature becomes sad, irritable, intolerant, and


incapable to feel hope in its own future.
INVISIBLE
 While in Depressed Condition, a creature cannot call for Fate Magic can turn creatures invisible to normal sight, as some terrible
Rolls. undeads. Invisible enemies are lethal as their attacks are rarely
 All Intellect and Morale damage increases in +1. expected. Invisibility has several effects:
 You cannot recover from Mental Traumas.
 An invisible creature’s location can be roughly detected by any
noise it makes while moving, its shadow, breathing, or screams.
It is enough for close combat, but not for ranged combat.
FREEZING
 After detected, all melee attack rolls against an invisible creature
In an environment without enough clothes or shelter, you start has -2D6 penalty. If the creature changes its location, it must be
Freezing. This has several effects: found again with a Challenging Awareness Check before
attacked.
 You cannot heal any Attribute Scores.  Defenders are considered partially unaware of invisible attacks.
Defenders must pass on frequent Hard Awareness Skill Checks

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(as a Free Reaction) to allow them to roll their Defense Skill A Restrained creature has part of its body entangled or bonded. So, it
(with -2D6 penalty) against each invisible attack. cannot move, jump, change its position of range category. Although
it remains in its standing or prone position when subjected to this
condition. The effects are:
OVERLOADED  Restrained creatures have a -2D6 penalty on attack and defense
rolls.
There is limits in how much pounds of treasure you can bring back
 Attacks against a restrained NPC (minions only) may be
from the old ruins of Davokar over your shoulders. Your Potence
considered Fatal Blows if delivered from Engaged distance.
Score multiplied by 20 is the maximum weight (in pounds) that your
character can carry without punishing your movement rate. Above  Spellcasters must pass on a Hard Mysticism Check to cast their
this load, you become Overloaded. This has several effects: spells.

 Your movement rate drops 30% during travels and you need one
additional Support Action to change Range Zones – except SICKENED
between Engaged and Short Range.
A Sickened creature has a disease. While he or she is sickened, the
character must win an Opposed Athletic checks against the Disease
PARALYZED Virulence (Sickness Roll).

A paralyzed creature has all its large muscles stiffened. So, it cannot ● The day after the infection, you suffer one point of damage to
attack, defend, manipulate items, move, jump, and change its position both Potence and Competence.
of range category. It can talk with difficulty, hear, and see without ● You can’t recover your Potence or Competence while in
moving its head, though. This has some mechanical consequences: Sickened Condition.
● Make another sickness roll once per day. Each failed roll means
 Attacks against paralyzed creatures may be considered Fatal
Blows if delivered from Engaged distance. you suffer another point of damage to both Potence and
 Each round paralyzed, the creature receives one point of Force Competence.
Damage on Competence Score (constriction pain and breathing ● If your Potence became Disabled while sick, you die in 24 hours
difficulty). if you don’t get a cure in time.
● As soon as you succeed at a sickness roll, you are no longer
Sickened and can start to recover your attributes normally.

POISONED SLEEPY
To become Poisoned, you must have failed an Opposed Roll between You need to sleep for at least 8 hours per day (usually at night). After
the Poison’s Toxicity and your Athletics Skill. Once Poisoned, you one day without enough sleep, you become Sleepy.
suffer its effects for the time specified by the poison’s type. After that
time expires, you may roll again (if not dead). Drinking the correct  You suffer 2 points of Intellect Damage (Confusion) per day
antidote type eliminates the poison from your body. until you fall sleep. If your Intelligence becomes Disabled you
collapse and sleeps for at least 8 hours uninterrupted.
 Lethal Poisons: Take one point of damage to Potence each  While Sleepy, all your skill based on Intelligence have their
round for 1D4+1 rounds. difficulty checks increase in one category.
 Paralyzing Poisons: Take one point of damage to Competence
each round for 1D4+1 rounds.
 Hallucinogenic Poisons: Take one point of damage to
Intelligence each round for 1D4+1 rounds.
STARVING
 Sleeping Poisons: Take one point of damage to Presence each You must eat a ration of food at least once every day. While in the
round for 1D4+1 rounds. wilderness, you must roll your Food Consumable Dice. After a day
without food, you become Starving. The effects are:
 You cannot heal critical injuries or attribute damage.
PRONE  You suffer 1 point of Fatigue Damage to both Potence and
To attack an opponent in close combat, you need to be standing on Competence after 24 without water. If you become Disabled
your feet. If you are prone, you must first spend a Support Action to from starvation, you die in 1D4 hours.
get up before you can attack.
 Engaged enemies have +2D6 in attack rolls against prone targets. STUNNED
 Ranged attacks from medium of farther distances have -2D6
You become dazed, shocked, or astonished by someone or
penalty.
something. Whatever the source of your torpor, you cannot properly
Spellcasters must pass on a Hard Mysticism Check to cast their act until you recover.
spells while prone.
 You suffer one point of Intellect Damage (Confusion) per turn
while Stunned.
RESTRAINED  While Stunned, you cannot change range categories and all your
skill checks have -2D6 penalty.

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 While Stunned, spellcasters must pass on a Very Hard What you ask of your opponent or what you want them to do must be
Mysticism Check to cast their spells. within reason – no NPC will agree to do anything or act completely
against their own interests, no matter how good your roll is.

UNCONSCIOUS
An Unconscious creature is incapacitated and cannot execute any
action. It is not aware of its surroundings and cannot see, hear, or If you successfully persuade your opponent, they must either do what
speak. This has several effects: you want or immediately escalate the conflict and attack you using
physical violence.
 Unconscious creatures drop whatever they are holding and falls
prone. Even if your opponent chooses to do what you want, they can still
demand something in return. The GM decides what that entails, but it
 Melee attacks against an unconscious creature may be
should be reasonable enough for you to be able to meet those
considered Fatal Blows.
demands. It is up to you to accept the agreement or not.
 While Unconscious, spellcasters cannot cast their spells and all
its magical effects stops functioning.

SOCIAL CONFLICT
Sometimes, you can make things go your way without resorting to
violence. Instead, you trick or convince your opponents without
drawing your weapon. There are two ways to manage a social
conflict: through a simple opposed skill check or through a Social
Conflict.
A Social Conflict is a longer more detailed form of social interaction;
designed to introduce tension on social scenes, where interactions
between PCs and NPCs are usually resolved with only one roll.
Rather than winning a single opposed roll, the character engaged in a
social conflict must achieve a high number of successes in sequential
opposed rolls or deal damage on their opponents’ mental attributes.

RESOLUTION
STEP 01: Like a physical combat, the participants must define their
initiative order (1d10+Presence Score). During each Conflict Round,
they will explain their arguments and make skill checks.
STEP 02: Usually, there are two group of participants: Favour and
Against. The GM must separate all participants in one of both groups
to know which one is an ally and support the character’s argument
and which one is an opponent, trying to discredit PC’s arguments.
STEP 03: The GM must define a milestone of successes that
represent the number of facts, arguments, threats, or pleas that finally
convince the other group to agree or give up. As a guideline, the GM
may use 3 successes for friendly NPCs, 6 for neutral NPCs, and 9 for
unfriendly NPCs (see chapter 11 – Antagonist).
STEP 04: Start the combat from the highest initiative score. In each
turn, a PC or NPC can make an opposed roll between Persuasion and
your opponent’s Insight. Each remaining success is hoarded together
for one group (Favour or Against). Alternatively, any number of
remaining successes can be converted to Morale Damage (Shame)
on the opponent’s Presence Score.
STEP 05: After all participants have performed their actions, a new
round began. The social conflict ends when one side (Favour or
Against) reaches the milestone of successes or all member of that
group give up, accepting the terms of the other group.
The social conflict mechanics is recommended for tense social scenes
like interrogations, diplomatic meetings, or convincing the inquisitors
that your alchemy laboratory isn’t a heretic place.

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