Conflicts in Action

The royal cults say that conflict is at the heart of all creation. It was the conflict between the six dalaihal before time began that brought the cosmos into being. It was the conflict between the dalaihal and Taitima, the mother of monsters, that brought the demons and the sapient kinds into being. It was the conflict between the royal cults themselves that brought the first great kingdoms into being. And it was the conflict between the great kingdoms that brought law, order, and prosperity for some into being. The royal cults preach that conflict is a sacred thing, as they must since their dalaihal appear to be so committed to it. The royal cults have spent centuries perfecting the art of instilling conflict into the stories and religious practices of Chaesharin's commonfolk, so that there are few that question its ever present place in the world.

The belief in the divinity and the moral purity of conflict is stronger than law, and blood, and iron. The strength of the belief is manifest most dramatically in the military rite of taishi, meaning "two men." The sapient kinds believe so strongly that the outcomes of wars are determined by the dalaihal and by the respective piety of the fielded armies, that every army has the sacred right to challenge another encamped against it to resolution by single combat. A champion from either army, chosen by charismatic consensus, comes forward to meet the other in single combat. The one who stands victorious over the corpse of the other claims victory for their entire army. The morale of the defeated army is shattered. They mourn and retreat with all haste, abandoning the field and all of their supplies and treasures. Soldiers have become warlords through taishi, and warlords have become princes at the head of kingdoms. Vaishineph in the shadows of these conflicts do not necessarily relish violence, but they are wise enough to recognize that violence is the one, true, universal language of Chaesharin. It is a crimson alphabet that every person understands in their bones, and the vaishineph learn to be poets of those letters.

Introduction


Conflicts are dangerous and often chaotic scenes where the stakes are high and lives are on the line. Conflicts are only one type of scene in The Way of the Earth, but they bring a wide variety of mechanics together in one dramatic and exciting dance. The Way of the Earth uses the same set of mechanics to resolve every kind of conflict. Described below in more detail are martial conflicts, fights between a limited number of combatants, and social conflicts, sustained attempts at manipulation and political maneuvering.

Calls and Actions


Conflicts have well defined sides with competing interests and it is up to the players and the gamemaster to make clear what those sides are and what those interests entail. The nature of conflict is such that it is only through the overcoming or the defeat of one side by the other that those interests can be achieved. The interest could be as simple as killing the other side, but characters could also be trying to capture one another, escape from one another, get passed one another, or manipulate one another for a specific purpoe. Conflicts use the Round of Calls mechanic described on the Time and Space page. Whichever side has the stronger position receives the first call, and may choose from among their characters who takes the call and acts. From there, the Truth die determines which side has the call, and which side may choose among their characters to act. Although there is no hard and fast rule concerning it, the players and the gamemaster should attempt to ensure that the player characters each roughly receive the same number of actions.

When a character accepts a call for their side they can undertake one minor action, including lifting and carrying, readying boons, maneuvering, speaking, interacting with the environment, etc., and one major action, generally an attack action. Characters may use their minor action either before or after their major action attempt. The goal of a conflict is to impose takes, marks, and eventually checks on the opposing side's characters, such that they are dead, routed, made agreeable, or otherwise overcome in some fashion. Takes, marks, and checks are consistent across conflict types. What changes between different types of conflicts is how actions are described and what they represent, and which attributes and boons are used for attacks and defenses. These two elements are described in more detail below for each of the four main types of conflicts.

Martial Conflicts


Martial conflicts involve iron and blood. Attack and defense actions in martial conflicts take the form of slashes and cuts, thrusts and volleys, parries, blocks, flourishes, grappling, and simple punches and kicks. Combat in The Way of the Earth is fast, tactical, and brutal. Strength is the primary attribute for martial attacks and valor is the primary attribute for martial defenses.

Martial Boons are the archetype for all conflict orientated boons in The Way of the Earth. Many of the boons common to other conflicts mirror the effects of the boons described below. But one of the unique features of martial boons is quality. All of the martial boons, weapons, armor, shields, and mounts have a quality, either common, superior, or exceptional. When boons of a lower quality are disarmed by boons of a higher quality, the disarming character can choose to destroy the boon entirely, rather than simply forcing the target to discard it. Boons of equal quality cannot destroy each other in this manner. Boons of superior and exceptional quality also have more bonuses than boons of lower qualities, a difference which can be seen on the Gear, Garb, and Factions page.

Weapons are the primary offensive boon for martial conflicts and grant bonuses to attacks. Weapons have a number of important features; including damage type, which determines what kinds of conditions it can impose; range, which determines the distance targets can be attacked with the weapon; handedness, which determines how many hands a weapon requires to use; and edges, which are conditional AP bonuses to attacks. Two edges unique to weapons are the light and heavy edge. The light edge allows a weapon to be readied and used on the same call, or for a weapon to be used to counter attack if the character has a free hand. The heavy edge imposes a -1AP penalty to attack with the weapon, but increases degrees of success by two if an attack is successful. Characters are able to use a weapon in either hand if the weapons both have the "light" edge. If a character chooses to dual wield, they have a -1 penalty imposed on all of their attacks, however, they can choose to use either weapon's bonuses when they attack.

Characters can also use improvised weapons, objects picked up from the environment and brandished as weapons, in order to gain a temporary advantage. A character can only use an improvised weapon if they have a free hand. Improvised weapons are either of the bashing damage type, and provide +1 to one attack or defense action only, after which they provide no bonuses at all, or are of the lethal damage type, and provide no bonuses at all beyond being capable of imposing lethal conditions. All improvised weapons are treated as if they are of the common quality.

A weapon's range also determine which takes and marks the weapon can be used to impose, and under what conditions the weapon can be used to counterattack. Melee weapons can be used to impose any of the takes and marks, and can only be used to counter attack targets in melee range. Ranged weapons can only be used to impose the disarm, weaken, hide, and strike takes and marks. Moreover, ranged weapons cannot be used to counter attack targets in melee range. A character with a ranged weapon can counter attack with a melee weapon if it is light, by readying the weapon and using it. This, however, forces them to ready their ranged weapon again if they want to use it, and might waste a turn since most ranged weapons are not light. Characters can also counter attack with hand to hand strikes if they are proficient with unarmed combat.

Many of these features follow predictable patterns, which are repeated with the primary offensive boons of other conflicts.

Examples:

  • Full Spear: Damage - Lethal / Range - Melee / Hands - 1 or 2 / Edges: +1 vs. one handed weapons / +1 while holding ground
  • Sap: Damage - Bashing / Range - Melee / Hands - 1 / Edges: Light / +1 while hidden
  • Compound Bow: Damage - Lethal / Range - Far / Hands - 2 / Edges: Heavy / +1 vs. slow or weakened

Armor and Shields are the primary defensive boons for martial conflicts and grant resistance, which increases a character's resolve against martial attacks. Armor and shields are either either light or heavy. Light armor and light shields both add one resistance. Heavy armor and heavy shields both add two resistance but impose a -1AP penalty to attacks. Some armor also grants varying degrees of protection, which is described on the Risk and Conditions page.

Mounts are a secondary offensive boon for martial conflicts and grant a flat +1 AP bonus to attack actions if a character is proficient with mounted combat. Mounts, as a boon, can be disarmed by a take, causing the mount to throw the rider from it and causing the rider to suffer one bashing condition. If the rider has a Mounted Pack, which includes a heavy saddle, they cannot be disarmed from their mount. Mounts have a quality however, just like other martial boons. And if a mount of a lower quality is disarmed by weapon of a higher quality, the mount instead is killed.

Maneuvering is an important aspect of martial conflicts, but not one that The Way of the Earth's game mechanics attempts to model in exact, realistic detail. A character's speed (described on the Time and Space page) determines how much ground they can cover with a maneuver minor action or a Move into Position major action. If characters are far apart from one another, it might be necessary for a prospective attacker to Move into Position on one call and then attempt a melee attack on the next. In such a case, the defender could either choose to Move into Position on their next call to get far enough away to avoid the attack, or stand their ground and prepare to defend. Since maneuvering as a minor action does not cover enough distance to escape (only a short/melee distance with the default even speed), a defender's choice is either to maneuver and undertake a major action or Move into Position (and thereby escape melee range) and do not undertake a major action. Generally speaking though, when fighting in melee combat, a maneuver minor action will put characters close enough to skirmish. If there is ever some ambiguity in who can reach who, the action should default to the side with the call, as they are the ones with the narrative control.

Social Conflicts


Social conflicts involve words, wit, and the iron chains of social convention. Attack and defense actions in social conflicts take the form of orders and requests, intimidating or seducing language, fast talking, negotiation, coercion, and bribery. Social conflicts in the Way of the Earth mirror combat, with the same high stakes, fast pace, and tactical exchanges. Instead of bodies being on the line, it is beliefs and allegiances which are the target of actions. Beauty is the primary attribute for social attacks and poise is the primary attribute for social defenses.

The Way of the Earth also draws a distinction between simple conversation and intentional persuasion, and the line between them is marked by disposition. Conversation is defined as any exchange between characters, including requests or changes of belief, which falls within the realm of the characters' dispositions, whereas persuasion is defined as any exchange between characters where the requests or changes of belief exceed what the characters' disposition would allow. To put it another way, disposition determines how much the player characters can get out of a non-player character or how far a conversation can go, before it becomes necessary to take out the dice and transition into a social conflict.

The four dispositions are intimacy, utility, uncertainty, and hostility. Dispositions are properties of non-player characters towards a player character. Dispositions can be increased and decreased in category according to how a relationship changes over time or in response to certain abilities. Player characters themselves do not have dispositions.

The intimacy disposition is for friendly characters who would be willing to sacrifice much of their resources and beliefs for another. Intimacy characterizes deep and abiding relationships, the kind that one individual is likely to only have a few of. Characters with the intimacy disposition will do anything they can for the player characters that does not violate their natures and rolls are not generally necessary for them. Indeed, a social conflict with such a character might jeopardize the intimacy disposition.

The utility disposition is the default disposition for conventional allies, contacts, merchants, and other associates. Utility characterizes relationships of potential mutual advantage, without much in the way of assumptions of shared past experiences. Characters with a utility disposition will only do things or believe things for another if they can see some benefit in doing do, or if they are incentivized to do so with resources or some other kind of transaction for their services. Utility characters need to be persuaded to reduce the cost of their incentive, or to eliminate it entirely, otherwise interactions with them can be conversations.

The uncertainty disposition is the default disposition for most characters in the world of TWE, especially those who otherwise have no reason to trust or have an interest in the player characters. Uncertainty characterizes relationships of skepticism, veiled hostility, simmering tension, and avoidance. Characters with an uncertainty disposition will not do or believe anything for the player characters through conversation alone, though they may be patient enough to listen. Persuasion is required to move them, often including additional incentives, threats, or compelling reasons.

The hostility disposition is the default disposition for enemies and other antagonistic characters. Hostility characterizes relationships of heated tension and outright violence. Characters with the hostility disposition need to be persuaded to do anything other than come into conflict with the player characters and will not respond to mere conversation at all.

Social Boons have many of the same effects as martial boons, but are very different in nature. Because they are more symbolic than actual, disarming a social boon simply directs attention away from it for a time, and prevents it from contributing its bonus to a character until the end of the conflict, or until a character spends an entire call recovering the boon in question.

Scripts are stylized ways of speaking and persuading that are especially effective because they are so deeply ingrained in the imaginations of Chaesharin's people. Scripts are the social equivalent of martial conflicts' weapons, and are the primary offensive boon for social conflicts. Scripts grant the same sort of conditional bonuses to attacks that weapons do. All scripts use the flush damage type. Scripts do not have range, and are considered effective against anyone whose attention the character can meaningfully attract. But scripts do have a distinction that mirrors the range distinction in weapons. All player characters have two scripts, one granted to them by their sign, and one granted to them by their profession. Scripts granted by signs are called raw scripts, and scripts granted by professions and called refined scripts. Raw scripts act like melee weapons as far as which takes and marks they can apply (namely: all of them) and when they can be used to counter attack (only against other raw scripts), while refined scripts act like ranged weapons as far as which takes and marks they can apply (namely: disarm, weaken, hide, and strike) and when they can be used to counter attack (only against other refined scripts). Players and gamemasters are also encouraged to tailor their descriptions of what their characters say to match the scripts they are using. It makes social conflict much more fun :)

Costumes and Fame are the primary defensive boons for social conflicts. Costumes are socially significant styles of dress that communicate varying levels of status, significance, and authority, while fame is an amount of reputation that precedes a character and bolsters their esteem in the eyes of those they are speaking with. Costumes and fame grant resistance, which increases a character's willpower against social attacks. Costumes are either either low class or high class. Low class costumes add one resistance. High class costumes add two resistance. Unlike armor and shields, high class costumes do not impose a -1AP penalty to social attacks. Fame is highly contextual. More is said about fame on the Threads page, but characters are only considered to have fame when speaking to members of certain factions in The Way of the Earth, and only then if they have certain amounts of resource ranks with that faction. If a character has 0-2 ranks with a faction, they are considered to have no fame at all. If a character has 3-4 ranks with a faction, they are considered to have low fame with the faction, and their fame grants them +1 flush resistance when speaking with the appropriate characters. If a character has 5-6 ranks with a faction, they are considered to have high fame with the faction, and their fame grants them +2 flush resistance when speaking with the appropriate characters.

Leverage is a secondary offensive boon for social conflicts and grants a flat +1 AP bonus to attack actions if a character possesses leverage against those they are speaking with. Characters will have had to done something, or have something, or be owed something in order for them to have leverage. The gamemaster has the final say in whether or not a character can claim leverage over another, but should also make clear, to the best of the character's knowledge, how such leverage could be potentially gained.

As with martial conflicts, maneuvering can be important in social conflicts as well.

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