Extended Conflict Module

Rules Catalog

200

Action

Activities of significance are counted in
comparable 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

The Guide may allow a character to 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