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- | ====== Conflicts ====== | ||
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- | In a conflict, [[character|characters]] are actively trying to harm one another. It could be a fist fight, a shootout, or a sword duel. It could also be a tough interrogation, a psychic assault, or a shouting match with a loved one. As long as the characters involved have both the intent and the ability to harm one another, then you're in a conflict scene. | ||
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- | Conflicts are either physical or mental in nature, based on the kind of harm you're at risk of suffering in it. In physical conflict, you suffer bruises, scrapes, cuts, and other injuries. In mental conflict, you suffer loss of confidence and self-esteem, loss of composure, and other psychological trauma. Setting up a conflict is a little more involved than either [[contests]] or [[challenges]]. | ||
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- | Here are the steps: | ||
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- | * Set the scene describing the environment the conflict takes place in, establishing who's participating and what side they're on, and creating scene [[aspects]] and [[zones]]. | ||
- | * Determine the turn order. | ||
- | * Start the first exchange: | ||
- | * On your turn, take an action and then resolve it. | ||
- | * On other people’s turns, defend or respond to their actions as necessary. | ||
- | * At the end of everyone’s turn, start again with a new exchange. You know the conflict is over when everyone on one of the sides has conceded or gets taken out. | ||
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- | ===== The Exchange ===== | ||
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- | Exchanges in a conflict are a little more complicated than contests or challenges. | ||
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- | An exchange lasts as long as it takes every character in the conflict to perform one action and respond appropriately to the actions of others. GMs, you get to go once for every NPC you control in the conflict. | ||
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- | Most of the time, you're going to be attacking another character or creating an advantage on your turn, because that’s the point of a conflict—take your opponent out, or set things up to make it easier to take your opponent out. | ||
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- | However, if you have a secondary objective in the conflict scene, you might need to roll an overcome action instead. You'll encounter this most often if you want to move between zones when there’s a scene aspect in place which makes that problematic. | ||
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- | Regardless, you only get to make one skill roll on your turn in an exchange, unless you’re defending against someone else’s action—you can do that as many times as you want. | ||
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- | ==== Full Defense ==== | ||
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- | If you want, you can forego your action for the exchange to concentrate on defense. You don't get to do anything proactive, but you do get to roll all defend actions for the exchange at a +2 bonus. You can also forego your action and the bonus to roll defend actions for yourself and anyone else when you could reasonably intervene on their behalf. Failing a defend action on someone else's behalf gives you the option to take the hit yourself. | ||
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- | {{tag>fate rules}} | ||