Extended Conflict Module
A character cannot make a defense contest against an attack
without first being aware of that character or its attack.
R006, R007, R008
A round is a cycle of conflict activity during which all characters in conflict may act.
Activities of significance are counted in segments called actions. Each action permits making one contest if necessary.
Each round a character gets three actions, called free actions, which may be used for any purpose.
A character may, during his turn, forego making a new contest if his next action utilizes the same skill as his previous action during his turn. The new contest result is equal to the previous contest result.
Actions gained above and beyond the default three actions per round are called extra actions.
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.
A character measures his distance to his conflict goal by
earning progress, measured by progress points. His ability
to make progress is represented by a die type that increases
with skill points.
When a character makes progress, it accumulates in a progress pool.
A progress pool has a maximum capacity, called maximum
(or max) progress. Exceeding this amount indicates goal
completion. Progress pools do not store more progress
than the maximum.
Regress is a character’s ability to limit his opponent’s progress. Whenever one character makes progress, his opponent may reduce that progress by subtracting regress, as long as they are of corresponding types.
Regress may not reduce progress to zero. Progress from a favorable contest has a minimum of 1.
Posture is an abstract position in conflict which can simulate the use of favorable conditions or positions, typically represented by limitations on earning progress.
All characters take, by default, a position in close range to each other called offensive posture.
The GM may allow a character to take a position within
short range, called defensive posture, if the situation
permits. Close range attacks make half progress into and
from defensive posture, and short range attacks make half
progress when a defensive-posture attacker engages a
The GM determines how many contests are required to change posture, but the default number is one.
Each round is divided into a series of turns, one for each character in conflict. A player-character may choose not to act during his turn.
PCs determine the order of turns in a round and the sequence of priority during simultaneous actions by making initiative contests. Players choose which attribute bonus best represents their initiative.
R006, R202, R217
During his turn, a character’s actions take priority over others. Because the character initiates these actions, he is called the “initiating character.”
A character may take an action during an action of another
character’s turn. All such actions occur simultaneously.
However, if sequence is important, the initiating character
takes priority, followed by each character from highest to
lowest initiative result.
R006, R202, R217, R218, R219
When one character surprises another at the start of conflict, the GM decides if he gains a free action before the first round, or gains a +4 difficulty bonus to his initiative contest.
At the start of his turn, a player may postpone the beginning of his turn to the end of any other turn, called a “delay.” If the round ends, the player may begin his new turn at the start of the next round.