Action!/System/Conflict

Other types of conflicts and contests
Common examples include the ones below: Other types of Effects There many ways to solve conflicts besides physical combat. An enemy who isn't out to kill you may use other methods to stop you, and Actions may be designed to hinder the opponents in many ways. Here are some common examples: Confusing or tiring your opponent Instead of producing Wounds and Cinematic Wounds, your opponent loses 1 point of Shot Count for each 5 points of Effect Value. Your opponent also receives Shock points at a rate of 1:1, but if your Effect Value is negative, you receive Shockpoints and lose Shot Count. This type of Effect is most often produced by Action or Deceit. Social Contest The object is to reduce someone's Presence to 0. Skills used are Interaction skills or Deceit skills. Attack Values include Charisma, Manipulation and Wits, while Defense Values include Empathy and Intelligence. For every 5 points of Effect Value you lower his Presence by one, and get a temporary point of Luck that can only be used against that opponent by you or someone you give it to. This Luck expires at the end of the Session. This Effect can also be used to model Persuasion. Gambling For every point of Effect Value, you gain a Resource point, if your Resources are equal to or higher than those of your opponent he loses one instead. If anyone reaches 0, that person is broke, and current winner gains one point of Resources if the loser has lost Resources equal to those of the winner's. For every 5 points of Effect Value you gain a Fortune point or your opponent loses one. Chase The object is to reduce the opposing Vehicle's or personal Shot Count to 0. Skills used are some kind of Pursuit, Survival or Security Skill. Attack Value Perception, Intelligence, Wits, or Agility, Defense Value Perception, Intelligence, Wits, or Agility. For every 5 points of Effect per Action opponent loses 1 Shot, and for every 5 points beyond that, acting party gains 1 temporary Fortune only usable in this chase.