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The base amount for your ''Technique'' is a ''Sphere rating'' (i.e. Pneuma, Soma or Sophis), with a ''Skill bonus'' equal to your ''Arete'' in a relevant lifepath if you have an appropriate ''Skill Edge''.
 
The base amount for your ''Technique'' is a ''Sphere rating'' (i.e. Pneuma, Soma or Sophis), with a ''Skill bonus'' equal to your ''Arete'' in a relevant lifepath if you have an appropriate ''Skill Edge''.
 
Each time you calculate ''Technique'' you can only gain a ''Skill bonus'' from '''ONE''' ''Skill''.
 
  
 
''Technique'' level needs to be determined for both the acting character and the targeted character.
 
''Technique'' level needs to be determined for both the acting character and the targeted character.
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For example, in a physical conflict a Dragon that makes a furious assault of biting and clawing might calculate his Technique for the attack as follows:
 
For example, in a physical conflict a Dragon that makes a furious assault of biting and clawing might calculate his Technique for the attack as follows:
  
* Soma (6) + Warmaster Arete from ''Combat Training'' skill (4) = Total Technique (10).
+
* Soma (55) + Warmaster Arete from ''Combat Training'' skill (45) = Total Technique (100).
  
 
Whereas his target might calculate his defensive ''Technique'' as follows:
 
Whereas his target might calculate his defensive ''Technique'' as follows:
  
* Soma (5) + Skydancer Arete from ''Aerobatics'' skill (2) = Total Technique (7).
+
* Soma (50) + Skydancer Arete from ''Aerobatics'' skill (20) = Total Technique (70).
  
 
Different actions in a single Conflict may be based on different Spheres and use different skills, and this have different ''Technique'' ratings.  
 
Different actions in a single Conflict may be based on different Spheres and use different skills, and this have different ''Technique'' ratings.  
  
Aside from a ''Skill Edge'', other factors may increase (or even decrease) ''Technique'', including but not limited to certain ''Birthrights'', ''Buffs'' and ''Defbuffs''.
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Aside from ''Skill Edges'', several other factors may increase (or even decrease) ''Technique'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''.
 
 
* If the attacker has higher technique, then the '''attacker has advantage'''. This means that an action is considered successful if at least one dice rolls 3+.
 
* If the attacker has equal technique to the defender, then '''neither has advantage'''. This means that an action is considered successful if at least one dice rolls 4+.
 
* If the defender has higher technique, then the '''defender has advantage'''. This means that an action is considered successful if at least one dice rolls 5+.
 
 
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<br><br>
==Power==
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==Effect==
  
The '''Power''' rating of an action determines the magnitude of any outcome. For example, with a flurry of wing-strikes designed to keep an enemy on the defensive, the ''Power'' rating would determine how much ''Energy Pool'' the target loses.
+
The '''Effect''' rating of an action determines the magnitude of any outcome. For example, with a flurry of wing-strikes designed to keep an enemy on the defensive, the ''Effect'' rating would determine how much ''Energy Pool'' the target loses.
  
By default, the ''Power'' rating of a successful action is equal to the number of dice that roll above the target number (i.e. 3+, 4+ or 5+, depending on who has advantage).
+
By default, the ''Effect'' rating of a successful action is equal to the total of all dice rolled.
  
For example, on a full exertion (3 dice) where the attacker has advantage (3+ for success), a roll of 2, 4 and 6 would work out as an ''Power Rating'' of 2
+
Some factors, however, may increase (or even decrease) ''Effect'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Effect'' ratings.
 
 
Some factors, however, may increase (or even decrease) ''Power'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Power'' ratings.
 
 
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==Action Cost==
 
==Action Cost==
 
The '''Action Cost''' rating of an action determines how much ''Energy'' it costs you to carry out.  
 
The '''Action Cost''' rating of an action determines how much ''Energy'' it costs you to carry out.  
  
By default, the ''Action Cost'' rating of a successful action is equal to the number of dice rolled.
+
By default, the ''Action Cost'' rating of a successful action is equal to the total of all dice rolled.
  
Some factors, however, may decrease (or even increase) ''Action Cost'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''.  
+
Some factors, however, may decrease (or even increase) ''Action Cost'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Action Cost'' ratings.
  
''Action Costs'' are always paid from the ''Energy Pool'' associated with the conflict. For example, in a ''physical conflict'', all ''action costs'' are paid from ''Physical Energy Pool'', even if that action was a non-physical one (such as spellcasting or combat leadership).
+
It's also worth noting that ''Action Costs'' are always paid from the active ''Energy Pool'' being used in the conflict. For example, in a ''physical conflict'', all ''action costs'' are paid from ''Physical Energy Pool'', even if that action was a non-physical one (such as spellcasting or combat leadership).
 
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=Resolving Conflicts=
 
=Resolving Conflicts=
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*5. Determine Technique
 
*5. Determine Technique
 
*6. Roll the Dice
 
*6. Roll the Dice
*7. Resolve effect (if successful)
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*7. Resolve Effect (if successful)
*8. Pay Action Cost
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*8. Resolve Energy Cost
 
*9. End or continue conflict
 
*9. End or continue conflict
 
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Note that the GM should be very clear about the defeat conditions, and should attempt to place realistic conditions dependent on the narrative. Its worth noting, as above, that a physical defeat doesn't have to mean death, and indeed if the GM uses life-or-death conflicts too often, then he can expect a high mortality rate for his player's characters over the campaign. Instead, the ''Conflicts'' over the course of a story should have varying levels of severity in their defeat condition, so that when the GM does present a ''Conflict'' with an especially scary defeat condition, it has more dramatic impact.
 
Note that the GM should be very clear about the defeat conditions, and should attempt to place realistic conditions dependent on the narrative. Its worth noting, as above, that a physical defeat doesn't have to mean death, and indeed if the GM uses life-or-death conflicts too often, then he can expect a high mortality rate for his player's characters over the campaign. Instead, the ''Conflicts'' over the course of a story should have varying levels of severity in their defeat condition, so that when the GM does present a ''Conflict'' with an especially scary defeat condition, it has more dramatic impact.
 
Regardless of the severity of a ''defeat condition'', it is generally the case that a ''defeated'' character can no longer participate in that conflict in any way.
 
 
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==4. Select Action Type==
 
==4. Select Action Type==
  
An ''Action'' is something that the character with the ''Initiative'' actively does, to seek to affect the course of the conflict in some way. This is an admittedly vague description, but the conflict system is by its nature abstract, so GMs and players can be flexible and creative!
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An ''Action'' is something that the character with the Initiative actively does, to seek to affect the course of the conflict in some way. This is an admittedly vague description, but the conflict system is by its nature abstract, so GMs and players can be flexible and creative!
  
 
When the player declares his characters action (or the GM declares his NPCs' actions) he describes in full what he is trying to achieve, adding roleplaying flourish if he wishes.
 
When the player declares his characters action (or the GM declares his NPCs' actions) he describes in full what he is trying to achieve, adding roleplaying flourish if he wishes.
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* '''All actions must be supported by the narrative, by described actions, and by the characters capabilities.'''
 
* '''All actions must be supported by the narrative, by described actions, and by the characters capabilities.'''
  
''"Supported by the narrative"'' means that the action must make sense within the context of the conflict and the story so far. You cannot, for example, declare that your dragon is attacking with his armour spikes when its clear from the narrative that his armour is a hundred miles away in the dragon's lair.
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"Supported by the narrative" means that the action must make sense within the context of the conflict and the story so far. You cannot, for example, declare that your dragon is attacking with his armour spikes when its clear from the narrative that his armour is a hundred miles away in the dragon's lair.
  
''"Supported by described actions"'' means that both the GM and players have responsibility for describing the actions of characters under their control. It is not acceptable, for example, to simply declare ''"I make a 3 dice Assault"'' as your action. The narrative and the roleplaying are not just a side effect of the Conflict system - they are its goal and purpose.
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"Supported by described actions" means that both the GM and players have responsibility for describing the actions of characters under their control. It is not acceptable, for example, to simply declare ''"I make a 3 dice Assault"'' as your action. The narrative and the roleplaying are not just a side effect of the Conflict system - they are ''its entire point''.
  
''"Supported by the characters capabilities"'' is an important limiter on action types. Most characters can attempt ''Assault'', ''Finisher'' and ''Escape'' actions in most conflicts, but generally either specialised edges or smart roleplaying are needed to attempt other action types. For example, in melee combat, if you want to debuff your enemy's fighting ''Technique'' rating, you'd need some means to do so, such as a magic that curses and weakens him, or a special combat technique that hampers his fighting style.
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"Supported by the characters capabilities" is an important limiter on action types. Most characters can attempt ''Assault'', ''Finisher'' and ''Escape'' actions in any conflict, but generally either specialised edges or smart roleplaying are needed to attempt other action types. For example, in melee combat, if you want to debuff your enemy's fighting ''Technique'' rating, you'd need some means to do so, such as a magic that curses and weakens him, or a special combat technique that hampers his fighting style.
  
 
===Assault===
 
===Assault===
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This is the default attack option early in a conflict, representing an attempt by the character to maintain control of the conflict through aggression and forward posturing.
 
This is the default attack option early in a conflict, representing an attempt by the character to maintain control of the conflict through aggression and forward posturing.
  
A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Power'' rating of the action.
+
A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Effect'' rating of the action.
 
 
If this would reduce ''Energy Pool'' to a negative number, then his ''Energy Pool'' is instead set to a positive number of equal integer value.
 
 
 
For example, if the ''Assault'' would reduce the target's ''Energy Pool'' to -1, then his Energy Pool instead becomes 1.
 
  
 
Examples of ''Assault'' actions in different contexts might include:
 
Examples of ''Assault'' actions in different contexts might include:
  
* '''In a ''Physical'' melee:''' Launching a flurry of claw attacks at an opponent to keep them on the defensive.
+
* '''In a ''Physical'' melee:''' Launching strike after strike at an opponent to keep them on the defensive.
 
* '''In a ''Social'' persuasion:''' Firing off quickfire arguments in an assertive voice, and without pause, to keep control of the conversation.
 
* '''In a ''Social'' persuasion:''' Firing off quickfire arguments in an assertive voice, and without pause, to keep control of the conversation.
 
* '''In a ''Mental'' game of strategy:''' Working an aggressive gambit that forces your opponent to react rather than act.
 
* '''In a ''Mental'' game of strategy:''' Working an aggressive gambit that forces your opponent to react rather than act.
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===Finisher===
 
===Finisher===
  
This is an attack option for late in a conflict, representing an attempt by the character to actually defeat his opponent.
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This is the default attack option late in a conflict, representing an attempt by the character to defeat his opponent.
  
A successful ''Finisher'' has a chance of ''Defeating'' the opponent. Compare the ''Power'' rating of the action to the target's ''Energy Pool''. If the ''Power'' rating is equal or higher than the target's ''Energy Pool'', then that target is ''Defeated''.
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A successful ''Finisher'' has a chance of ''Defeating'' the opponent. Compare the ''Effect'' rating of the action to the target's ''Energy Pool''. If the ''Effect'' rating is equal or higher, then that target is ''Defeated''.
  
Note that a ''Finisher'' doesn't actually reduce a target's ''Energy Pool'', so if the ''Power'' rating isn't sufficient to trigger a ''Defeat'', then the action is effectively wasted. Knowing the right moment to switch from ''Assaults'' to ''Finishers'' is an important part of ''Conflict'' strategy.
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Note that a ''Finisher'' doesn't actually reduce a target's ''Energy Pool'', so if the ''Effect'' isn't sufficient to trigger a ''Defeat'', then the action is effectively wasted. Knowing the right moment to switch from ''Assaults'' to ''Finishers'' is an important part of Conflict strategy.
  
 
Examples of ''Finisher'' actions in different contexts might include:
 
Examples of ''Finisher'' actions in different contexts might include:
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This is used to exit a conflict that you don't think you can win, or which you don't want to be part of.
 
This is used to exit a conflict that you don't think you can win, or which you don't want to be part of.
  
A successful ''Escape'' results in you leaving the ''Conflict'' altogether. You do not suffer the ''Defeat Condition'' but you can no longer actively participate in the conflict.
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A successful ''Escape'' results in you leaving the ''Conflict'' altogether. You do not suffer the ''Defeat Condition'' but you can no longer participate in it either.
  
 
Examples of ''Escape'' actions in different contexts might include:
 
Examples of ''Escape'' actions in different contexts might include:
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A '''buff''' is an action that increases a stat, whereas a '''debuff''' is an action that decreases a stat. Generally you put buffs on your allies, and debuffs on your enemies.
 
A '''buff''' is an action that increases a stat, whereas a '''debuff''' is an action that decreases a stat. Generally you put buffs on your allies, and debuffs on your enemies.
  
By default, a successful buff adds X to a stat for the remainder of the Conflict, where X is equal to the action's ''Power'' rating. By default, A successful debuff deducts X from a stat for the remainder of the Conflict, where X is equal to the action's ''Power'' rating.
+
A successful buff increases either the target's ''Effect'' or ''Technique'' by an amount equal to the ''Effect'' rating of the buff action.
  
Stats which can be effected might include ''Arete'' with relation to a single ''Edge'' (most commonly a Skill rating), or ''Power'' with relation to all future actions of a certain type.
+
A successful debuff decreases either the target's ''Effect'' or ''Technique'' by an amount equal to the ''Effect'' rating of the debuff action.
  
 
Note that buffs and debuffs normally require some sort of special effect to achieve (such as magic or a specialised technique) and have an effect that lasts until the end of the ''Conflict'', though the GM may waive the requirement with smart tactics or shorten the duration if he feels it is too powerful. Also, a buff or debuff tends to apply to only a thematically linked group of actions.
 
Note that buffs and debuffs normally require some sort of special effect to achieve (such as magic or a specialised technique) and have an effect that lasts until the end of the ''Conflict'', though the GM may waive the requirement with smart tactics or shorten the duration if he feels it is too powerful. Also, a buff or debuff tends to apply to only a thematically linked group of actions.
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* '''In a ''Social'' persuasion:''' Using the ''Suspire of Fire'' to wreathe yourself in flame, thus buffing your ''Technique'' with regards to intimidation attempts.
 
* '''In a ''Social'' persuasion:''' Using the ''Suspire of Fire'' to wreathe yourself in flame, thus buffing your ''Technique'' with regards to intimidation attempts.
 
* '''In a ''Mental'' game of strategy:''' Acting seductively to throw off the concentration of your opponent, thus debuffing his ''Technique'' with regards to game playing.
 
* '''In a ''Mental'' game of strategy:''' Acting seductively to throw off the concentration of your opponent, thus debuffing his ''Technique'' with regards to game playing.
 
The GM is advised to beware of certain game-breaking buff/debuffs which can break game balance, and disallow them as they arise. The three most common buff/debuff actions that a GM should prevent are:
 
 
* Allowing a buff to increase the effectiveness of future buff actions. This can lead to an "infinite buff loop".
 
* Allowing a buff or debuff to directly increase or decrease someone's Energy Pool. This can mess up the Initiative system and potentially allow game breaking advantage in number of actions available.
 
* Allowing buffs or debuffs to "stack" cumulatively. Generally the GM should rule that only the highest buff or debuff applies.
 
 
Generally, the GM should employ common sense to stop this action breaking game balance.
 
  
 
===Alter Situation===
 
===Alter Situation===
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'''Alter Situation''' is an action that globally changes the Conflict in some way normally in a way that is favourable to you or detrimental to your opponent.  
 
'''Alter Situation''' is an action that globally changes the Conflict in some way normally in a way that is favourable to you or detrimental to your opponent.  
  
A successful action of this sort generally requires a little GM interpretation as to what the effect is, with the general guideline that a higher ''Power'' rating results in a more dramatic alteration of the situation.
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A successful action of this sort generally requires a little GM interpretation as to what the effect is, with the general guideline that a higher ''Effect'' rating results in a more dramatic alteration of the situation.
  
 
* '''In a ''Physical'' melee:''' Using the ''Suspire of Wind'' to drive you and your opponent up in altitude, lifting you above the forest canopy and into the open to better suit your fighting techniques.
 
* '''In a ''Physical'' melee:''' Using the ''Suspire of Wind'' to drive you and your opponent up in altitude, lifting you above the forest canopy and into the open to better suit your fighting techniques.
 
* '''In a ''Social'' persuasion:''' Using the ''Suspire of the Arcane'' to disenchant an opponent, wiping all magical buffs and debuffs off him.
 
* '''In a ''Social'' persuasion:''' Using the ''Suspire of the Arcane'' to disenchant an opponent, wiping all magical buffs and debuffs off him.
* '''In a ''Mental'' game of strategy:''' Engaging in a forced prolonged exchange of pieces, that leaves the game board greatly simplified (and results in both players losing ''mental energy'' equal to twice the ''power'' rating).
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* '''In a ''Mental'' game of strategy:''' Engaging in a forced prolonged exchange of pieces, that leaves the game board greatly simplified (and results in both players losing ''mental energy'' equal to twice the effect rating).
  
 
These sort of actions need to be improvised on the fly!
 
These sort of actions need to be improvised on the fly!
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Compare the ''Technique'' of the attacker (acting character) with the ''Technique'' of the defender (target character).
 
Compare the ''Technique'' of the attacker (acting character) with the ''Technique'' of the defender (target character).
  
* If the attacker has higher technique, then the '''attacker has advantage'''. This means that an action is considered successful if at least one dice rolls 3+.
+
* If the attacker has higher technique, then the '''attacker has advantage'''. This means that an action is considered successful if at least one dice rolls 4+.
* If the attacker has equal technique to the defender, then '''neither has advantage'''. This means that an action is considered successful if at least one dice rolls 4+.
+
* If the attacker has equal technique to the defender, then '''neither has advantage'''. This means that an action is considered successful if at least one dice rolls 5+.
* If the defender has higher technique, then the '''defender has advantage'''. This means that an action is considered successful if at least one dice rolls 5+.
+
* If the defender has higher technique, then the '''defender has advantage'''. This means that an action is considered successful if at least one dice rolls 6+.
  
 
Advantage in combat is very important, as it makes a big difference to your odds of a successful action!
 
Advantage in combat is very important, as it makes a big difference to your odds of a successful action!
 
Many actions, of course, aren't targetted against an enemy. For example ''buffs'' are targeted at allies, and ''alter situation'' actions might be targeted against the environment rather than an active participant in the conflict.
 
 
In this circumstance, the GM sets a '''Difficulty''' for the action. This difficulty is used in place of defender technique. That is:
 
 
* If the acting character's technique is higher than the difficulty, then the '''action is at advantage'''. This means that an action is considered successful if at least one dice rolls 3+.
 
* If the acting character's technique is equal to the difficulty, then the '''action has no advantage or disadvantage'''. This means that an action is considered successful if at least one dice rolls 4+.
 
* If the acting character's technique is lower than the difficulty, then the '''action is at disadvantage'''. This means that an action is considered successful if at least one dice rolls 5+.
 
 
Assigning difficulties on the fly takes some skill on the part of the GM. For quick reference:
 
 
* ''Difficulty 2:'' A task that is trivial for dragons.
 
* ''Difficulty 4:'' A task that is easy for dragons.
 
* ''Difficulty 6:'' A task that is standard for dragons.
 
* ''Difficulty 8:'' A task that is challenging for dragons.
 
* ''Difficulty 10:'' A task that is hard for dragons.
 
* ''Difficulty 12:'' A task that is very hard for dragons.
 
 
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You then look to see if you have succeeded. As noted in the previous step:
 
You then look to see if you have succeeded. As noted in the previous step:
  
* Attacker Advantage = Succeed on a 3+.
+
* Attacker Advantage = Succeed on a 4+.
* Neither Advantage = Succeed on a 4+.
+
* Neither Advantage = Succeed on a 5+.
* Defender Advantage = Succeed on a 5+.  
+
* Defender Advantage = Succeed on a 6+.  
  
 
Note that you only need a minimum of '''one of the dice''' you roll to be in the success range, and the action is considered a ''success''.
 
Note that you only need a minimum of '''one of the dice''' you roll to be in the success range, and the action is considered a ''success''.
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==7. Resolve effect (if successful)==
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==7. Resolve Effect (if successful)==
 
+
==8. Resolve Energy Cost==
If the action succeeded, you now resolve the effect.
 
 
 
The effects of various actions are described as above.
 
 
 
If you did not succeed, skip this step.
 
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==8. Pay Action Cost==
 
 
 
Now, the active character deducts the ''action cost'' of the action from his ''Energy Pool''.
 
 
 
If this would reduce ''Energy Pool'' to zero, or a negative number, then ''Energy Pool'' is instead set to 1.
 
 
 
For example, if the ''action cost'' would reduce your ''Energy Pool'' to -2, then your Energy Pool instead becomes 1.
 
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==9. End or continue conflict==
 
==9. End or continue conflict==
  
In this step, any characters that have not yet been ''defeated'' can choose to end the conflict. If all undefeated participants in the conflict are unanimous in this decision, then the conflict ends.
 
 
If the conflict does not end, return to Step 3.
 
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=Complications=
 
=Complications=
 
The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below.
 
 
==Automatic Success and Failure==
 
 
This optional rule can be invoked by the GM when he thinks that an action is too trivial or too difficult to be considered.
 
 
If the acting character's ''Technique'' is at least twice the target's ''Technique'' (or the task's ''Difficulty'') the GM may declare that the action is trivial. The dice rolled automatically count as successes (effectively a 1+ to hit).
 
 
If the acting character's ''Technique'' is equal or less than half of the target's ''Technique'' (or the task's ''Difficulty'') the GM may declare that the action is impossible. The dice rolled automatically count as misses (effectively a 7+ to hit).
 
 
Automatic success and failure is at the GM's perogative, and only used when the narrative would suggest such rules are necessary.
 
 
 
==Difficulty Modifiers==
 
==Difficulty Modifiers==
 
Sometimes the GM will deem that a task is especially difficult. In this circumstance he can apply a penalty to the acting character's ''Technique'' for this action.
 
 
Sometimes the GM will deem that a task is especially easy. In this circumstance he can apply a bonus to the acting character's ''Technique'' for this action.
 
 
Examples:
 
* '''In a ''Physical'' melee:''' Flying away from a pack of a dozen wyverns isn't easy once they've surrounded you. The GM applies a -5 modifier to the Technique of any Escape actions.
 
* '''In a ''Social'' persuasion:''' Persuading a demon is naturally harder than persuading a dragon or human, because of alien mindset and natural antipathy. The GM applies a -2 modifier to the Technique of any social actions targeting the demon.
 
* '''In a ''Mental'' game of strategy:''' Walking away from the game takes minimal effort of will.  The GM applies a +10 modifier to the Technique of any Escape actions.
 
 
It is strongly recommended that if you use this optional rule, that you also consider the above rules for automatic success and failure.
 
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==Equipment and Situation Modifiers==
 
==Equipment and Situation Modifiers==
 
Equipment and situation may provide modifiers. In practice, they're the equivalent of buffs and debuffs that are in place from the start of the combat.
 
 
Examples:
 
* A suit of steel plate draconic armour provides formidable defence against attempts to injure a dragon. The GM may rule that this gives a -1 debuff to ''Power'' for physical ''Finisher'' moves against this Dragon.
 
* Driving rain over a battlefield makes fire based attacks somewhat weaker. The GM may rule that this gives a -1 debuff to ''Technique'' for any fire-based attacks.
 
 
Equipment is examined in more detail in a separate chapter.
 
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==Defeat Option: Choosing to up the Ante==
 
==Defeat Option: Choosing to up the Ante==
 
If the GM allows it, he may give a ''Defeated'' character the option of avoiding defeat by upping the ante. Essentially the process is as follows:
 
 
* 1) The character is defeated by a finisher move.
 
* 2) The GM suggests a more severe defeat condition than before as an alternative to defeat.
 
* 3) If this option is accepted, then the finisher move is instead considered unsuccessful, but the new defeat condition replaces the previous one.
 
 
Example:
 
* A dragon is defeated in melee combat by a band of pikemen. His defeat condition is ''"Be driven off."'' If he accepts this he will be driven out of the combat and unable to rejoin it. However, he doesn't like this much as its critical to a greater battle that he wins this conflict. The GM offers a deal: the defeat can be negated, in exchange for upgrading his defeat condition to ''"Be killed."'' The dragon's player accepts this - in narrative terms, he refuses to be driven off despite superficial injuries, and throws himself recklessly back into battle, knowing that he risks death by doing so...
 
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==GM Option: Forcing up the Ante==
 
==GM Option: Forcing up the Ante==
 
Sometimes, if it makes sense within the narrative, the GM can force the above option on the players. This should be done only rarely.
 
 
For example:
 
* A dragon is in command of an army in a mass battle (a mental conflict). The defeat condition is ''"Your army is routed."'' However, during the course of the battle the dragon found his army backed into a ravine, with no way out. Upon ''defeat'' the GM deems that it is not possible for a routing army to escape. He switches in a new defeat condition ''"Your army is massacred"'', and the finisher move that defeated the dragon is counteracted.
 
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==GM Option: Assessing Action Quality==
 
==GM Option: Assessing Action Quality==
 
Optionally, a GM can seek to encourage quality narrative through Action Quality modifiers.
 
 
Essentially, for a described action of high quality, the GM rewards the player by giving his character a +1 (or more) bonus to the action's ''technique'' level.
 
 
In contrast, for described action of low quality, the GM penalises the player by giving his character a -1 (or more) penalty to the action's ''technique'' level.
 
 
A high quality action is:
 
* Clever, showing the player has thought about the situation and come up with an appropriate solution. For example, noting that the barn from which the archers are taking cover is rickety, and using firebreath to set fire to a rotten support timber.
 
* Well roleplayed or described. For example, in a social conflict a well thought out turn of phrase or impressive oratory played out by the player.
 
* Pleasingly dramatic, or lending itself to a pleasing or evocative narrative. For example, in a desperate melee climbing high so the dragon is silhouetted against the sun, then roaring a battle cry dedicated to the mother goddess before diving back into the fray.
 
 
A low quality action is:
 
* Stupid, showing the player is determined to pursue an idiotic course of action, in the face of obvious inappropriateness. For example, attempting a belly-flop attack on a unit of spearmen with set weapons.
 
* Badly or lazily roleplayed. For example, saying "I make a 3 dice finisher", and then refusing to elaborate on the narrative behind this.
 
* Discordant with the narrative. For example, in a social conflict, pulling idiotic faces at the speaking senator to try to throw him off his speech.
 
 
Quality of action is a subjective judgment, so GMs should only invoke this rule if they are happy that their players will not feel aggrieved by punishment or feel that certain players are getting undue favouritism.
 
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==Simultaneous Conflicts==
 
==Simultaneous Conflicts==
 
For GMs and players well experienced with the rules, it may sometimes be worth trying out having more than one conflict ongoing at once. For example, you could have two dragons engaging in a battle of words at the same time as a battle of tooth and claw!
 
 
In this circumstance each Conflict is run entirely separately, but in parallel. The GM must decide when to switch between them, generally doing so when everybody's action pools drop below a certain level.
 
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==Non-Conflict Actions during Conflicts==
 
==Non-Conflict Actions during Conflicts==
  
It is possible to use the [[Age_Of_Dragons:_Challenge Resolution|Challenge Resolution]] system during a conflict, if needed.
 
 
For example, a pair of dragons may be fighting off a trio of wyverns, and be unable to escape because of a heavy portcullis that blocks their escape route. In this circumstance the GM could state that they cannot attempt escape actions unless they first succeed in a ''Challenge'' to break open the portcullis.
 
 
A conflict participant can direct an action towards a ''Challenge'' instead of an opponent - the action cost for doing so is taken from the same ''Energy Pool'' as normal.
 
 
For Challenge Resolutions during conflict, it is recommended that most challenges are treated as low ''Complexity'' (i.e. ''Complexity'' 1-5).
 
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[[Category:Age_of_Dragons|Conflict Resolution]]
 
[[Category:Age_of_Dragons|Conflict Resolution]]

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