Conflict Resolution Rules

From Acw

Contents

RULES

Everyone is considered to have personal comms equipment – you can send a msg via GM to anyone, even if they’re in the middle of negotiations. HOWEVER if they want to leave they must make apologies to the chairman.

If you’re off the moon, you’re off the moon – GMs will take you out of the room, and though comms will work, you won’t be able to be in the conference.

Objectives

Make up your own in character if you want! Otherwise hound a GM if you get bored.

Contest Resolution Rules

A contest occurs whenever the results of a player’s actions are not immediate. It covers everything from determining whether an NPC believes your sob story, to whether you beat another player at a game of chess. The resolution of a contest (either between two players or between a player and a GM) is decided by a Paper-Scissors-Rock (PSR) with modifiers system. The system is designed to be easy enough for players to resolve without a GM being present. Any player may opt to wait for a GM to be present before resolving a contest if they desire.

Certain characters will have traits (Rant like a Maniac, Biologically Superior, Richer than Sin, British) or equipment (Laser Gun, Battle plans, Bag o’ diamonds, Candy) which will in certain circumstances give a modifier. Modifiers are usually positive. All modifiers stack but are irrelevant over a total of three. Stalin decides he has had enough of Hitler. He hides behind a corner in some deep shadows (+1 modifier) and draws his gun (another +1) and awaits Hitler’s arrival. Hitler is wearing body armour (+1 for him) and whilst he possesses the trait Rant Like a Maniac, both players decide it probably won’t come up in the fight. Whilst both are happy enough with each other’s modifiers, they agree that someone potentially dying probably requires a GM to be present so they go find one.

At the start of a contest, players should reveal any obvious modifiers that are immediately apparent. So Stalin has a total of +2 modifiers and Hitler has only a +1 modifier.

Once immediate modifiers are known, opposing players (or player vs a GM) will play a round of PSR. Whoever wins gets 3 points whilst the loser gets 1 point. If the players draw, they both get 2 points. Stalin and Hitler play PSR and the result is a tie. That gives both of them 2 points.

To these they now apply their modifiers. They may also choose to reveal any additional modifiers that might apply. Stalin adds his modifier to his 2 points for a final total of 4 points (2+2). Hitler has 2 points from PSR +1 from his armour for a total of 3. Not wishing to die, Hitler reveals that he has undergone genetic engineering to give himself the trait Biologically Superior which is good for another +1 bringing his final total to 4 points also.

If there is a tie, it indicates only partial success in whatever was being attempted. So whilst Stalin does shoot Hitler in the head, it only grazes his cheek and clips his eye. Hitler deciding that a fair fight is a bad figh,t flips out and runs away leaving Stalin behind to contemplate the genetic superiority of the master race.

Things to note:

When opponents have equal modifiers, a player has a one-in-three chance of succeeding outright, a one-in-three chance of partially succeeding, and a one-in-three chance of failing outright.

If a player has a +1 modifier greater than his opponent, than his chances suddenly become a two-in-three chance of success and a one-in-three chance of failing (no chance of a partial success).

If a player has a +2 modifier greater than his opponent, than his chances become a two-in-three chance of success and a one-in-three chance of partial success, with no chance of failure.

If a player has a +3 modifier greater than his opponent, he always succeeds.

Given the above, all modifiers are rare.

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