Ending Conflicts
Obviously, a conflict ends when there are no more adversaries to fight, either because they died or because they aren’t fighting anymore, having surrendered, fled, fainted, and so on. But that’s not the only way a conflict could end – some adversaries (champions and bosses) are actually so relentless that this will simply never happen.
To consolidate your previous moves and the progress you have made throughout the conflict, you often have to resort to purchasing a one-way ticket to a conflict end roll, an all-or-nothing moment where the fight is decided. Is your foe defeated? Is it a Pyrrhic victory that tastes of ash? Does your foe suddenly turn your assumed advantage against you?
After a successful check, during a conflict, you may choose to spend 3 or more [+] to purchase the special truth “the conflict ends”. There is no other way to reach the end of a conflict through truths, so don’t try anything funny by introducing normal truths that would otherwise make the conflict end – the GM will either reject them or twist them to make you suffer for it somehow.
When purchasing “the conflict ends”, you should describe what you are attempting to do that would potentially cause the conflict to end. As with any truth, this should be related to the context of what you were doing when you purchased the truth.
- If you were rolling Warfare you are probably trying to kill the adversaries.
- If you were rolling Affinity you are probably trying to convince them to stop fighting, or giving up.
- If you were rolling Movement maybe you are trying to capture or disarm them.
Your desired action is not guaranteed to happen, though, as the result is subject to the conflict end roll, which takes place as soon as you buy the truth. Any remaining [+] above the three spent buying the truth can be used to further increase the chance of succeeding with the conflict end roll.
The conflict end roll works just like a check, but it is not one, so it doesn’t generate [+] and you cannot strain sanity on it unless you have a feature that makes it possible.
Tip
conflict end roll - cost 3[+]
The conflict end roll’s goal is the lowest mortality value among all adversaries, with the following modifiers:
- Increase it by 1 for each [+] rolled beyond 3 when you purchased this action\
- Increase it by 5 if you’re at an advantage.
- Reduce it by 5 if you’re at a disadvantage.
- Remember that the base mortality is increased by the highest damage the adversary has taken during conflict.
perfect
You get to narrate how this conflict ends. The GM should try to step back – this is your moment.success
The GM narrates how the conflict ends based on your description of what you were attempting.failure
The conflict ends badly, with the party facing dramatic and dire consequences.botch The GM will make you suffer.
The Defiler rolls a perfect roll and gets 8 [+] on her attack. The champion is wounded from previous rounds, so she just attacks normally and then purchases “the conflict ends”, saying she’s aiming to cleave its head in two. The champion’s mortality is 5 and the highest damage it has taken in this conflict is 4, making the conflict end goal 9. She gets to add her 5 extra [+] to the goal, making it 14. She rolls for the conflict end and gets a 7, a success. The GM tells the group that the Defiler’s jagged infernal spear slashes through the creature’s skull, causing fire and sulfur to boil up from within it in a horrific blood and flame volcano as the body caves in on itself. The conflict is over, and any remaining minions flee or are beaten by the party.
The Thief is fighting a gigantic armored tank and has dealt no damage to it at all, but when attacking one of the foot soldiers running beside it, he manages to roll 3 [+]. He decides he wants to end this right here and now, purchasing “the conflict ends” – and to everyone’s relief, he amazingly succeeds, rolling a 2 against the very low conflict end goal of 4. The GM describes a scene where the Thief mows down the soldiers, climbs up the tank, crawls inside, and rips the guts out of every soldier inside. Everyone in the party jokingly wonders what else the Thief’s player would have narrated if he had perfected the roll.
Advantage & Disadvantage
Throughout the conflict, each of the characters can find themselves in better or worse circumstances. If a character buys the conflict end truth, the GM must evaluate the overall situation to determine for the character if they are at an advantage, a disadvantage, or neither.
- advantage increases conflict end rolls by 5
- disadvantage decreases conflict end rolls by 5
advantage
The GM will tend towards declaring an advantage when you are affected by positive circumstances, such as being well-positioned or safe from immediate danger.
Tip
example positive circumstances
Superior position Environmental advantage Adversary outflanked Hiding in ambush Winning streak Backed up by allies Distracted or unaware adversary Stunned or wounded adversary
disadvantage
The GM will tend towards declaring a disadvantage when you are affected by negative circumstances, such as being under direct threat or recently wounded.
Tip
example negative circumstances
Outnumbered In great pain Unbalanced Unfavorable terrain Grappled Cornered Drenched in blood Terrified