How We Fight

Conflicts

There are three types of conflict handling based on the three pools Blood, Sweat, and Tears. Conflicts are defines as two or more parties trying to achieve opposing goals simultaneously.

Preparing a conflict

At the beginning of a conflict the group decides how much they're willing to put into acheiving their goal.

  • First, each player contributes a number of Blood points they are willing to sacrifice to acheive their goal.
    • Blood points are drawn from this pool whenever an enemy succeeds in using deadly force against the group.
  • Second, each player contributes a number of Sweat points they are willing to sacrifice to acheive their goal.
    • Sweat points are drawn from this pool whenever an enemy succeeds in using subdual force against the group, or whenever toll is taken in a manner that will not kill the characters, only exhaust them.
  • Third, each player contributes a number of Tear points they are willing to sacrifice to acheive their goal.
    • Tear points are drawn from this pool whenever an enemy succeeds in inflicting mental or emotional stress on the group.

If one member refuses to participate, he/she adds nothing and does not get to roll dice.

The enemies or opposing parties controlled by the GM will also distribute points into similar pools. These pools are kept hidden from the players.

Resolving a conflict

The group go around the table deciding their actions and which enemy pool they will be targeting. Some meta gaming is allowed here. The GM decides what the enemies will do.

Rounds

Each character (including enemy characters) declares an action and rolls the dice.

The results of the rolls will yield a point score that should be subtracted from the enemy target pool:

  • Critical success: 10 points
    • A roll of 1 on a Sourcery die on top of this will yield +2 points (12).
    • A success on a Sourcery die on top of this will yield +1 point (11).
  • Spectacular success: 6 points
    • A success on a Sourcery die on top of this will yield +1 point (7).
  • Apt success: 4 points
  • Bare success: 2 points
  • Failure: 0 points
  • Critical failure: -2 points (withdraw points from your own party pool, not your enemy's)
    • A roll of 8 on a Sourcery die on top of this will yield +2 points (-4).
    • A failure on a Sourcery die on top of this will yield +1 point (-3).

At the end of the round the round's results are narrated. All actions happen more or less simultaneously. The players describe their actions and the GM explains what the enemy is doing. The players decide between themselves who gets to write up any lost points. If 4 Blood was lost this round, the players need to decide who lost the Blood and how.

Ending a conflict

Whenever one entire pool is emptied, the round should be completed, and then the conflict is over. Even if the damage done is larger than the pool in question, no additional points are lost beyond what is in the pool.

The players now have a choice:

  • Start another conflict.
  • If they lost; surrender.
  • If they won; allow the enemy to flee or back down.

Augmenting rolls in conflicts

If a player wishes, he or she can spend Blood, Sweat, or Tears from either his own pools or the party pools, during a conflict, to give either his stat or his skill an effective +1. The type of points spent need to correspond to the type of action the character takes. You cannot use Blood to fuel your rolls during a debate, but you can spend Tears (Sweat is nearly always appropriate as long as there is some exertion involved).