Difficulties, Conflicts and Damage

Whenever a player meets opposition, whether it be in the form of another person or persons, the environment, or anything else that would hinder their continuation on their Path, it is called a Conflict. In order to complete a conflict a planeswalker must use their Skills to overcome it.

How hard it is to accomplish an action? A GM will need to know what is required of a player to meet their goal from a challenge. In addition, some tasks will be effected by random elements and how well a player plays the action out in character. If an action has nothing conflicting with the player doing said action, no dice rolling is needed. Dice rolling should only be done when an outcome is never certain or if something or someone is acting in direct conflict with the actor.

Unless the scene plays out a specific way to warrant ‘first move’ the player will roll a d10 and so will the GM to decide who goes first. This is INITIATIVE.

The dice rolls will decide how successful an action the planeswalker takes; for each 8, 9, or 10 rolled with their skill the player is given a power die. This power die can be used for immediate effect or saved for a later use during the same conflict.

In combat a player will roll Physical or Spellcraft + any mana they chose to add when trying to get successes. If a player has no more mana in their pool they must roll the skill alone.

Not all conflict will be lethal. Trying to sneak into a mercenary hideout, convincing the guard you’re not the wanted man, crafting a piece of armor, these all require skill rolls as well. See Skills for what they may do.

A skill roll is Skill + Value. The value chosen depends on the way the player wishes to go about the act. Using Social as an example, trying to change someone’s decision by words a player may try to be diplomatic and use their value of Order, or they could use their cunning and use Knowledge, or be seductive and use Passion.

The player and GM decide if the value chosen is adequate for what the planeswalker is trying to accomplish. Example being a player wouldn’t be able to use their Humility to intimidate someone forcefully.

The more successes a player gets the better the action result. In terms of direct attacks for damage the number of successes gives more power dice to use for damage. In the case of effects and non-lethal actions, while also giving power dice for other attacks, more success improve chances of the action working as well as the planeswalker wants.

If a player has no more mana in their pool or value they must roll the skill alone.

Status Effecting:
*A spell effect can do anything but:
-The exact same thing as an ability.
-Change a player’s values.
-Change a player’s skills.
Some effects may incur a penalty to attempt, decreases the success chance.

Roll the power dice after an attack to deal damage. The total is reduced by the target’s Armor and the result is subtracted from their Toughness.

When a character is harmed from an attack their Toughness negates a portion. Once a character’s toughness is depleted they start taking Wounds. The more wounds a character takes, the less able to perform to their best abilities.

When a character has suffered more than 20 wounds they are on the brink of death. Until that point, for every 5 wounds suffered a player loses the number of dice they can roll by 2. So a planeswalker with 10 wounds rolls 4 less die when making actions.

Armor bonuses to Toughness do not deplete (they are returned the next time an attack hits) however each time the armor’s bonus is exceeded by double when taking damage the armor takes durability damage, lowering the total durability from subsequent attacks until repaired.

(An artifact that gives +3 to Toughness may have a Durability of 6. When an attack hits for more than 12 the armor suffers a loss of durability, reducing it to 5. Thus any attack over 10 would reduce it further until eventually the armor is destroyed.)

Difficulties, Conflicts and Damage

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