Dramatic Action (Conflict)
This system handles any conflict where multiple people with conflicting goals are attempting to achieve those goals at approximately the same time.
Check for Arbitration
Before the conflict, the Storyteller should lay out what any NPCs are attempting to achieve through the conflict. PCs should then lay out what they are hoping to achieve through conflict. The Storyteller should determine if a conflict even needs to happen and, if it does, if the story would be better served by arbitrating a conclusion. To arbitrate a conclusion, all players and the storyteller agree to an outcome, then everyone describes in general what their character does during the scene that reaches that outcome, then the game transitions to the next scene.
Arbitration may only happen if all parties, Out of Character, unanimously agree to it. Some negotiation may occur, but if arbitration can not be reached in a minute or two, the arbitration should be considered a failure and you should proceed to combat.
It is important to note that Arbitration is an out of character discussion. Your character can be staunchly against the arbitration, but if you the player agree it is fine, then it passes. As it is an out of character discussion, even if things are heated in character, all parties should act with grace and good sportsmanship.
The storyteller is free to repeat this process as they see fit.
Conflict Proceeds
Combat consists of three steps.
- Set. The GM calls people to “Set” their cards. Select the card you will play that turn and hold it out face down.
- Reveal. The GM calls “reveal.” Each player flips over their card.
- Declare. In initiative order, from your lowest card to the highest you take your turn. If multiple characters have the same initiative, their actions can’t impact one another. I.e. they could not provide Block against another character’s attack acting at the same initiative.
- End Round. All characters lose any Block they have. Then begin the next round from step 1.
On Your Turn
When it is your turn, you may do one of the following:
- Attack. Deal damage equal to your card’s value to any target. If they do not have any Block, and they have not taken their turn, they “Flinch” and lose their action.
- Defend. Give another player Block equal to your card’s value.
- Use a Power. If the power matches the suit of the card you played, resolve the power. Otherwise, you need to discard another card from your hand first then resolve it.
- Grasp. Take 2 damage and refresh your hand at the end of the turn. You can not Flinch while Grasping.
Damage
Damage is dealt first to any Block the target has, then to their HP. If you reach 0 HP, then you are “Defeated.” While defeated, you can not interact with the scene. At the end of a scene where you are defeated, you recover 2 HP.
At any time, you may discard cards to reduce the damage you take. Every card you discard reduces the damage you take by 2. This may be done even out of combat.