Extended Conflict Module

Rules Catalog

200 Action Activities
of significance are counted in equal segments of time
called actions. Each action permits making one contest if
required by the GM.
201 Action Time All actions
in a round have roughly the same duration and occur more
or less concurrently, despite the sequential nature of
turns.
202 Round A round is a
cycle of conflict activity during which all characters in
conflict may act. A character gets three actions per
round. 200
203 Turn Each round
is divided into a series of turns, one for each character
in conflict. A character may choose to take all, some, or
none of its actions during its turn. 200, 202
204 Combined Action A character
may, during his turn, forego making a new contest if his
next action is a continuation or improvement of the
previous action taken during his turn. The new contest
result is equal to the previous contest result. 200, 202,
203
205 Non-Action An activity
that does not, by itself, constitute an action is called a
non-action. Non-actions may be used freely if they do not
interfere with actions. 200, 201
206 Progress A character
progresses toward his conflict goal with Progress,
measured in progress points. A character makes progress
with an attack Pro. 002, 004
207 Progress Pool When a
character earns progress points, they accumulate in a
progress pool. 206
208 Maximum Progress A progress
pool has a maximum capacity, called maximum (max)
progress. Exceeding this amount indicates goal completion.
206, 207
209 Progress Die The default
progress (regress) die is a d8. The GM can assign a higher
die type if the character has an advantage, or a lower
type if the character has a disadvantage. 206
210 Regress Regress is a
character’s ability to limit his opponent’s progress.
Whenever a character makes progress, the opposition may
reduce that progress by subtracting regress from the
progress made. 206
211 Regress Limit Regress may
not reduce progress to zero. A progress Pro does a minimum
of 1 progress. 002, 003, 206, 210
212 Initiative Contest Players
determine the order of turns in a round and the sequence
of priority of reactions by making initiative contests at
the start of extended conflict. Players may choose which
attribute to use for this contest. 200, 202, 203
213 Initiating Character The
character taking his turn is called the initiating
character, and his actions take priority over all others
while initiating. 200, 202, 203
214 Reaction A character
may take an action during an action of another character’s
turn, called a reaction. All such reactions occur
simultaneously with the initiating character’s action.
However, if one action might negate another, the
initiating character’s action occurs first, followed by
each reaction in order of descending initiative result.
200, 202, 203, 212, 213
215 Surprise A character
earns a surprise bonus when he begins conflict against an
opponent who is not aware of him. A surprise bonus is
either a single action before initiative contests or a +4
bonus to the character’s next initiative contest. 200,
202, 203, 212
216 Delay At the start
of his turn before using any actions, a character may
postpone his turn until the end of any other turn or the
beginning of a round. 202, 203

Extended Conflict Module

Modos RPG Mich43L