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| ====== Conflicts ====== | ====== Conflicts ====== | ||
| - | <WRAP center round important 60%> | + | Conflicts and opposed situation resolved by playing one or more Hands. Each Hand determines the outcome of one Action attempted by all participating Actors. Conflicts are used instead of [[..: |
| - | Page stub | + | |
| - | </ | + | |
| - | * **Bid** | + | ===== Conflict |
| - | * The number of Chips (Attribute Tokens) an Actor commits during a Hand. | + | |
| - | * A Bid: | + | |
| - | * Is capped by the Actor’s TS for the played TA. | + | |
| - | * Is removed from the Actor’s stack when committed. | + | |
| - | * Does not refresh until the end of the Conflict. | + | |
| - | * A Bid represents exertion, focus, leverage, or commitment — not injury. | + | |
| - | + | ||
| - | * **Bid Tokens** | + | |
| - | * Attribute Tokens that have been committed as a Bid. | + | |
| - | * Bid Tokens function like poker chips during a Conflict. | + | |
| + | * **Stakes** | ||
| + | * A value between 1–5 representing how dangerous or consequential the situation is. | ||
| + | * Stakes set the ante amount, bonuses and damage. | ||
| + | * Announced by the GM at the start of the Conflict. | ||
| + | * **Hand** | ||
| + | * One complete card playing resolution cycle inside a Conflict | ||
| + | * (Engagement → Commit → Reveal → Resolve → Outcome → Update State). | ||
| + | * **Ante** | ||
| + | * A bid played on an Aspect card. | ||
| + | * Amount that must be bid set by Stakes. | ||
| + | * **Bid** | ||
| + | * A Bid represents exertion, focus, leverage, or commitment. | ||
| + | * The number of Chips (Attribute Tokens) an Actor commits to an Action card | ||
| + | * Is capped by the Actor’s Trine Score (TS) for the Aspect that the Attribute bid belongs to. | ||
| + | * Bid tokens (Chips) are placed on top of a card played when committed. | ||
| + | * Refreshes at the end of a Hand (unless reduced by Damage). | ||
| + | * **Wildcards** | ||
| + | * Special heroic tokens of PC [[..: | ||
| + | * A Wildcard adds +1 to any Attribute bid when calculating a Showdown total. | ||
| + | * Wildcards refresh once per Conflict. | ||
| + | * An Actor may spend **at most 1 Wildcard per Hand** | ||
| + | * Do not count against the Trine Score cap. | ||
| * **Damage** | * **Damage** | ||
| - | * The permanent | + | * The removal of Attribute Tokens from an Actor’s |
| * Damage represents injury, depletion, loss of capability, or structural harm. | * Damage represents injury, depletion, loss of capability, or structural harm. | ||
| * Damage reduces AV and may render Attributes unusable. | * Damage reduces AV and may render Attributes unusable. | ||
| + | * **Elimination** | ||
| + | * Removal from a Conflict due to inability or unwillingness to continue (most commonly from being unable to ante, or all Attributes in one Aspect reduced to 0). | ||
| + | * Elimination represents retreat, surrender, exhaustion, loss of leverage, panic, or disengagement. | ||
| + | * Elimination is **not automatically death** and is resolved according to the fiction. | ||
| - | * **Hand** | + | ===== Stakes Calculation ===== |
| - | * One complete resolution cycle inside a Conflict | + | |
| - | * (Engagement → Commit → Reveal → Resolve → Outcome → Update State). | + | |
| - | * **Conflict** | + | Stakes is a single scaling number for an entire |
| - | * An opposed situation resolved through one or more Hands. | + | It represents the “table stakes” of the Conflict: when you sit down with dangerous opponents, everyone brings their best game. |
| - | * A Conflict | + | |
| - | | + | __Stakes Formula: |
| - | * Removal from a Conflict due to inability or unwillingness to continue | + | **Stakes = (Highest Actor Rank) / 5 (1 minimum)** |
| - | * Forced Withdrawal represents retreat, surrender, exhaustion, loss of leverage, panic, or disengagement. | + | |
| - | * Forced Withdrawal is **not automatically death** and is resolved according to the fiction. | + | |
| + | The GM computes Stakes secretly from statblocks (NPC Rank stays hidden) and announces only the Stakes level. | ||
| - | ==== Stakes | + | ==== Stakes |
| + | * **1 — “Low Stakes”** | ||
| + | * **2 — “Hot”** | ||
| + | * **3 — “High Stakes”** | ||
| + | * **4 — “Deadly”** | ||
| + | * **5 — “Mythic”** | ||
| - | **Stakes | + | ===== The Contract |
| - | It represents | + | Each Hand follows the steps listed below in order. Extensions, if any are used, must plug in to one of these named steps. These steps are called |
| - | **Floor (⌊ ⌋) / “round down” definition:** | + | |
| - | When you divide and get a number with decimals, | + | * **Commit Aspect** → Ante, Aspect choice, intent, and target. |
| - | Examples: ⌊1.9⌋ = 1, ⌊3.0⌋ = 3, ⌊0.2⌋ = 0. | + | * **Ante** → Bid Stakes amount of Chips into the Pot from Aspect |
| + | | ||
| + | * **Intent** → State what your Actor intends | ||
| + | * **Target** → Name the target of your Actor' | ||
| + | * **Reveal TA** → Show Aspect cards & Ante tokens that were played. | ||
| + | * **Resolve TD** → Determine Trine Dominance wins pairwise between Actors, award Pot tokens. | ||
| + | * **Commit Action** → Play Action (Attribute) Card, bid Chips, Justify. | ||
| + | * **Play Action Card** → Commit an Action Card. | ||
| + | * **Bid** → Place Attribute Chips on Action Card. | ||
| + | * **Reveal AT** → Show Attribute cards & Bid tokens that were played. | ||
| + | * **Justify Action** → State a brief reason why your Action matched your intent (if you bluffed). | ||
| + | * **Resolve AD** → Determine Attribute Dominance winners & Compute margins. | ||
| + | * **Outcome** → Determine who went first, apply Damage, check for Elimination, | ||
| + | * **Action Priority** → Determine who goes first between Actor--> | ||
| + | * **Margin** → Calculate Showdown Totals between opponents | ||
| + | * **Apply Damage** → Loser of Showdown applies Margin as damage to Attributes | ||
| + | * **Token Refresh** → Return tokens bid in Step 3 to Actor chip stacks. | ||
| + | * **Elimination Check** → Remove any Actors from the Conflict who have all three Attributes of an Aspect reduced to 0. | ||
| + | * **End Conflict / Next Hand** → Proceed to Step 1 of the next Hand, unless the fiction has determined that the Conflict has been resolved. | ||
| - | === Stakes formula === | + | No Extension may introduce special-case flowcharts that bypass |
| - | Let **R_max** be the highest **Rank (R)** among all participants in the Conflict. | + | |
| - | **ES = min(5, 1 + ⌊(R_max − 1) / 5⌋)** | + | ===== Conflict Procedure ===== |
| + | Each Hand follows these four steps, and their sub-steps, in order. | ||
| - | The GM computes ES secretly | + | ---- |
| + | |||
| + | ==== Step 1: Engagement ==== | ||
| + | |||
| + | **GM:** | ||
| + | * Confirm participants, | ||
| + | * Announce Stakes for this Conflict. | ||
| + | * Check for Resolution: conflicts should end as soon as the fiction says the goal is resolved (escape achieved, objective taken, surrender offered, retreat succeeds, etc.). Do not grind to total elimination unless the fiction demands it. | ||
| + | |||
| + | **Under the Gun (UTG) Assignment** | ||
| + | <WRAP right round tip 60%> | ||
| + | **Design Intent:** | ||
| + | UTG rotation prevents a single Actor from being mechanically disadvantaged throughout a multi-Hand Conflict. | ||
| + | </ | ||
| + | UTG determines the first acting player during the Commit Aspect and Commit Action phases. This rule preserves narrative initiative without imposing a persistent mechanical disadvantage on one Actor. | ||
| + | * On the first Hand of a Conflict, UTG is the Actor who initiated the Action that triggered the Conflict. | ||
| + | * On every subsequent Hand, UTG is the Actor who achieved the most Dominance wins in the prior Hand (Aspect Dominance + Attribute Dominance). | ||
| + | * If there is a tie for most wins, UTG remains with whoever was UTG in the preceding Hand. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Step 2: Commit Aspect ==== | ||
| + | |||
| + | Beginning with the UTG Actor, each involved Actor: | ||
| + | - Pays the required ante determined by Stakes from **one Attribute of their choosing** into the **Pot**. | ||
| + | * The ante token is placed **face down** into the pot. | ||
| + | * Any Actor who cannot (or will not) ante is removed from the Conflict by **Elimination** (they retreat, surrender, fall back, lose their nerve, run out of leverage, etc.). | ||
| + | - Chooses | ||
| + | - States their intent (role-playing). | ||
| + | - States | ||
| + | - Everyone Reveals what Trine Aspect Card they played. | ||
| + | - Everyone Resolves **[[core: | ||
| + | |||
| + | **Pay the Ante Pot (random, no picking): | ||
| + | * Keep the Ante Pot tokens **face down**. | ||
| + | * Pay the pot **token-by-token** to the Actor(s) with the most TD Wins first: | ||
| + | * If tied, pay **round-robin in table order** among the tied leaders until the pot is empty. | ||
| + | * After payout is complete, the received ante tokens may be turned face up and added to the receiving Actor’s appropriate Attribute chip stacks. | ||
| + | * Any unpaid tokens become a **Jackpot** and carry over into the next Hand’s Ante Pot. | ||
| + | * Tokens awarded add to an Actor’s AV stacks for the remainder of the Conflict (or until removed by Damage). | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Step 3: Commit Action ==== | ||
| + | |||
| + | Beginning with the UTG Actor, each involved Actor: | ||
| + | - Chooses and plays one **face down** Action Card (it lists the Attribute that must be Bid). | ||
| + | * The Action Card **must** list an Attribute from the TA played in Step 2. | ||
| + | * The Action must plausibly reflect their Statement of Intent from Step 2, after a post-reveal justification is made. | ||
| + | - Chooses how many Attribute tokens to commit as their **Bid**, and places those tokens on top of their cards. | ||
| + | * **Bid Cap:** Your Bid may not exceed your current **TS** for the TA you played this Hand. | ||
| + | * You also cannot bid more tokens than you physically have available in that required Attribute’s stack. | ||
| + | * Bid tokens are normally played face down to bluff, but may be played face up to "chip bully." | ||
| + | * Bid tokens are **removed from your chips stack** when committed, and do not refresh until the end of the Hand (see Step 6). | ||
| + | * (Optional) Play **one** Wildcard Token that adds **+1** to the showdown total (does not count against the Bid cap). | ||
| + | - Everyone Reveals what Action Card they played and what Attribute Tokens were bid. | ||
| + | - After cards are revealed, each player may role-play one brief “justification line” to align the revealed Action with their Statement of Intent during Commit Aspect (see Table Culture Rules / Bluff Space Rule below). | ||
| + | - Resolve **[[core: | ||
| + | * Check for a **Sweep** against each opponent (an Actor wins **both** TD and AD against that same opponent). | ||
| + | |||
| + | ==== Step 4: Outcome ==== | ||
| + | <WRAP right round tip 60%> | ||
| + | This “speed vs. power” order encourages strategic bidding: lower bids may strike first but with less raw force, while higher bids resolve later but leverage greater commitment. Bidding is therefore not always best at the maximum. | ||
| + | </ | ||
| + | Everyone at the table follows the steps below to resolve the outcome of the Hand. | ||
| + | - **Action Priority** -- Actions are resolved in ascending order of Bid size (lowest bid first). | ||
| + | * The lower bidder’s Action resolves first (without considering Dominance bonuses). | ||
| + | * The lower bidder’s damage (if any) applies unopposed — the opponent’s bid is not subtracted for this initial damage. Dominance bonuses apply to damage. | ||
| + | * The higher bidder then resolves normally, calculating Margin using: **(Bid + bonuses) − (opponent’s Bid + bonuses).** | ||
| + | - For each opponent pair (Actor--> | ||
| + | * **Margin = (Winner Showdown Total) - (Loser Showdown Total)** | ||
| + | * **Showdown Total = Bid + (Wildcard, if used) + (Stakes | ||
| + | * Higher Showdown Total wins and the Margin between Showdown Totals is Damage vs. the loser. | ||
| + | * Loser [[damage# | ||
| + | - Tokens bid in Step 3 that were not removed as Damage are returned to the Actor' | ||
| + | - Remove any Actors from the Conflict if all **three** Attributes in any one Aspect are 0. | ||
| + | - Continue to the next Hand, or **end the Conflict immediately** if the fiction says the objective is resolved (escape, surrender, withdrawal accepted, goal achieved, etc.), or if only one side remains willing/ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Table Culture Rules ===== | ||
| + | * **Roleplay-first, | ||
| + | * Spoken narration before reveals is non-binding “table talk.” | ||
| + | * After reveals, the acting player may add a brief justification to align narration with revealed TA/Action tag. | ||
| + | * If the tag reasonably fits, it stands (“Bluff Space Rule”). | ||
| + | |||
| + | ===== Core Minimum Components ===== | ||
| + | * TA cards: Mind / Body / Spirit | ||
| + | * 9 Core Action/ | ||
| + | * Attribute Tokens (chips), one per AV | ||
| + | * Wildcard tokens (PCs only by default) | ||
| + | * TD reference card (Mind> | ||
| + | * AD reference card (intra-loops + cross-aspect 27 matchup table) | ||
| + | |||
| + | <WRAP center round info 100%> | ||
| + | ==== Bluff Space Rule Example: How Role-Playing Interleaves with a Hand ==== | ||
| + | |||
| + | Player Statement of Intent: | ||
| + | * Player' | ||
| + | * Role-Play: the player impassionedly jumps on the table, loudly reciting a speech with waving hand gestures, that crescendos in, "and that is why I must run you through with this sword now..." | ||
| + | * Hand Contract continues to Step 3 - Reveal | ||
| + | * Player' | ||
| + | * GM: "ohhh that’s what you were doing. Clever.” | ||
| + | |||
| + | Takeaways: how Role-Playing created Bluff Space | ||
| + | * Big theatrical declaration (everyone forms expectations) | ||
| + | * Face-down commitments (tension) | ||
| + | * Reveal is a surprise because the card's don't seem to match the Stated Intent | ||
| + | * One-line justification reframes the scene without retconning it. Not “gotcha, I lied,” it’s “you assumed it was a duel—it was dominance.” | ||
| + | * Also: that specific reveal is deliciously poker: TA Spirit says “this is about will and presence”, | ||
| + | |||
| + | </ | ||
| - | === Stakes names (announce both while learning) === | + | ---- |
| - | * **ES1 — “Low Stakes”** | + | |
| - | * **ES2 — “Hot”** | + | |
| - | * **ES3 — “High Stakes”** | + | |
| - | * **ES4 — “Deadly”** | + | |
| - | * **ES5 — “Mythic”** | + | |
| + | == Links to this page: == | ||
| + | {{backlinks> | ||
