You are on page 1of 2

Conict Rules The conflict captain is also in charge of choosing and

distributing the actions.


Defend
Defend played against Attack or Maneuver is a versus
Maneuver
Played against Attack or Defend, Maneuver is a versus
Confl ict Procedure Teams of Two test. When played against another Defend, the actions are test. Played against Feint or another Maneuver, the
 GM determines that the players actions have In a team of two, one player takes actions one and three independent. When played against a Feint, Defend may Maneuver action is tested independently. Margin of
triggered a confl ict. GM and players make clear and the other takes action two. not test. Feint beats it. success is applied to the effects described below.
whats at stake. Teams of Three Defend stops or reduces the effectiveness of Attack and Independent Obstacle: 0
 GM determines conflict type based on characters Maneuver actions.
In a team of three, each character takes one action per round. Maneuver Effects
actions. Teams of Four or More Regroup The Maneuver action has three possible effects: impede,
 Players choose a conflict captain. If you have a team of more than three characters, three In a versus test, add the margin of success of your Defend gain position and disarm. Each effect requires a certain
 Conflict captain rolls for disposition. Team of you take action this round. The others can help you action to your disposition. For an independent Defend, margin of success. You cant use the same effect twice on
members help if they have the appropriate skill this round. Theyll get a chance to take an action next the margin of success is added to your disposition the same action.
and if they describe their actions. usually one point per success. Disposition cannot go
round (unless conditions arise as described in Actions for Margin of Success 1: Impede: -1D disadvantage to your
 GM generates the oppositions disposition. the Fallen). When helping, players must describe their higher than the starting total. See the Regrouping opponents next action. Apply the impede penalty to
 GM divides the total disposition into hit points for heading under Hit Points for the expanded rules for this
actions in line with the action being played by the conflict the character making the test for the next action. If the
each opposing character or creature. captain. If help is redundant or inappropriate, the GM action. action interactions means theres no test, this effect is
 The conflict captain divides team disposition into may cancel it. Independent Obstacle: 3 lost.
individual hit points for the team members. Turn Taking Feint Margin of Success 2: Gain position: +2D advantage
 The GM chooses three actions and then waits for No player may act twice in a row in a conflict. Further-  When played against Defend, Feint is an to your next action. Apply this bonus to the character
the players. more, a character who has not acted this round must act independent test. Youve faked the defender out of making the test for the next action. If the action
 Players choose and announce which weapons in the next round before anyone else who has already position and so you get a free shot at them. interactions means you dont test, this bonus is lost.
their characters will use. taken an action.  If played against an Attack, its you who have
 The conflict captain discusses best options with Margin of Success 3: Disarm: Remove one of your
been drawn out of position. In this case, you dont
the team and chooses three actions and which Choosing Weapons opponents weapons, a piece of gear or disable a
test, the Attacker does. Describe how you were
character will carry out each action. The confl ict Before playing the first action of a set, all players must trait for the remainder of the confl ict. For monsters,
attempting the Feint.
captain determines the order of actions played. declare what weapon (or spell) theyre using. The GM you may render one of its weapons useless for the
 If played against another Feint, make a versus
 During the round, the GM and player actions are should also announce what his critters are up to. remainder of the fight. If disarmed and you want to
test. The margin of success is subtracted from the
revealed and resolved one at a time. draw another weapon, you may switch next time
Actions losers disposition.
 Reduce or increase disposition as per the results. If Attack you choose your actions. Alternately, if you win by
 If played against a Defend or Maneuver, test Feint
both teams still have at least 1 point, play another Attack played against Attack or Feint is an independent a margin of success of 3, you may impede and gain
at Ob 0. Your successes reduce your opponents
round: choose weapons, choose actions, etc. position.
test. When played against Defend or Maneuver, it is a disposition.
The Confl ict Captain versus test. Attack reduces your opponents disposition by Independent Obstacle: 0. Successes from an
When acting as a group, the players nominate one of the margin of success. independent Feint are subtracted from your
their own as a captain for this conflict. The conflict cap- Independent Obstacle: 0. Successes from an opponents disposition.
tain rolls for the groups disposition. Add +1D for each independent Attack are subtracted from your
other character helping. Help must abide by the standard opponents disposition.
help rules, of course.

Conflict Ability and Skills Used by Action Action Table


Skills and Abilities for Disposition Attack Defend Feint Maneuver
Type of Conflict Attack Defend Feint Maneuver
Intent Roll Add to Rank Attack I V I V
Banish or Abjure Arcanist or Lore Master or Arcanist or Lore Master or
Banish or Abjure Arcanist or Ritualist Will Ritualist Theologian Ritualist Theologian Defend V I V
Capture Fighter or Hunter Will Capture Fighter Hunter Hunter Fighter Feint I V I

Convince Persuader Will Convince Persuader Persuader Manipulator Manipulator Maneuver V V I I

Convince Crowd Orator Will Convince Crowd Orator Orator Manipulator Manipulator Refer to this handy table after your actions have been
announced. It will tell you if you need to make an inde-
Drive Off Fighter Health Drive Off Fighter Will Fighter Will
pendent test, a versus test or no test at all for your action.
Kill Fighter Health Kill Fighter Health Fighter Health I= Independent test. Test both actions separately; both
actions can succeed or fail.
Pursue or Flee Scout or Rider Health Pursue or Flee Scout or Rider Health Scout or Rider Health
V= Versus test. Roll skills or abilities against each other.
Trick or Riddle Manipulator Will Trick or Riddle Manipulator Lore Master Manipulator Lore Master Highest successes wins.
= Do not roll for your action. Your opponent rolls but
Other You Choose You Choose Other You Choose You Choose As Attack As Defend
you do not.

2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. www.TorchbearerRPG.com
Weapon A D F M Special Inventory Weapon A D F M Special
KILL, CAPTURE OR DRIVE OFF ARGUMENT
Battle axe +1s -1D carried 2 Intimidation +1s
Bow +2D Versus Attack against all except bow and carried 2 and belt/weapon Deception +1s
crossbows. Bypasses leather armor.
Evidence +1s You must have
Crossbow +1s* +1D *+1D bonus to Attack against Defend. Bypasses carried 2 and belt/weapon
evidence!
leather armor.
Roleplay +1D to one action type
Dagger Successful Maneuver counts as disarm against carried 1 or belt/weapon
spear-type and missile weapons. Promises +1D
Flail -1D +1D Bypasses shield benefits. carried 1 Repeating -1D -1D -1D -1D
Halberd +1D -1D +1D carried 2
CHASE
Hand axe May be thrown once per fight to change Attack carried 1
Locals +1D to one action type
to versus.
Mace Bypasses chainmail. Increases chance of damage carried 1 Maps +1D disposition
to plate. Dirty Tricks +1s
Polearm +1D +1D carried 2
Right Tools +1s You must have proper
Shield +2D carried 1 or torso/worn 1 equipment

Sling +2D Bonus does not count against bows or crossbows. carried 1 and belt/weapon CAPTURE AND HUNTING
Spear +1D Bypasses leather armor. +1D to Defend in carried 1 Nets, Traps +1s These must be built for
narrow corridors. this order of might
Sword +1D to any action. Bonus sticks to that action for the carried 1 or belt/weapon Lures +1D For specific beast
remainder of the conflict.
Clever Strategem +1D
Two-handed sword -1D, +1s -1D, +1s carried 2
NEGOTIATION
Warhammer +1D -1D Bypasses chainmail. Increases chance of damage carried 2
to plate. Bluffing +1s

Bribes +1D You must have bribes


Suggested Conflict Compromises
Cool, Calm +1s You cannot not be
Player Intent GM Wins GM Loses: Compromises angry
Banish or Abjure The demon escapes; you summon more The demon vows revenge; a small gebbeth escapes; the spirit curses Humor +1D
demons or devils you
SPEECH
Capture The creatures escape; youre driven off Youre injured; weapons broken; armor rent and torn
Position +1s You must be elevated
Convince Youre convinced of your opponents You agree to a large concession; you agree to a small concession
Mood +1s
argument
Reiteration +1D to one action type
Convince Crowd The crowd turns against you; youre run You agree to some of the crowds demands
out of town Uniform +1D
Drive Off You are driven off or captured Youre injured; they sound the alarm; they summon reinforcements RIDDLE

Kill See Killing Is My Business Apply the Killing Is My Business compromises to the GMs monsters A riddle +1D, +1s You must tell a riddle

Pursue or Flee The creature escapes or you are Youre injured; youre afraid; you fall into a sinkhole or river; youre A material clue +2D You must have a
captured savaged by dogs; youre lost material clue
Trick or Riddle Youre deceived or misled; you agree to You tarry too long; youre exhausted from the effort; youre angry; Answers +2s You must have the
something you shouldnt have youre afraid answer

You might also like