Wednesday, August 15, 2012

Steps In An Exchange

Today, we will explore the blow-by-blow rules for playing out each exchange (or turn/round) in an inter-organizational conflict in the Everway setting.


Conflicts progress through a series of exchanges in which the following steps are repeated until one party is Taken Out or offers a Concession to the other::

  1. Each party rolls 1d6-1d6. It is desirable to use differently colored dice within each 1d6-1d6 pair, so that one d6 can represent negatives (-1 to -6) and the other die can represent positives (+1 to +6). Rolling the two dice and adding their results together produces a range from -5 to +5.
  2. Both parties choose a Skill score to add to their 1d6-1d6 roll for a final numerical result.
  3. Either party may Take a Bead on one of their own Aspects for +1 to their own result.
  4. Either party may Take a Bead on one of their opponent's Aspects for +1 to their own result, while transferring a Bead to their opponent. The opponent must agree to this exchange for this action to go into effect.
  5. Results are compared. The difference between the two contending organizations' results is called shifts. Shifts are applied to one of the two Stress Tracks of the organization losing that particular exchange. Common sense and the intent of each side in the exchange should be used by the GM to determine which Stress Track is effected. 
  6. Once a Stress Track has received up to its rating in shifts, any additional shifts create Consequences.
  7. The action sequence above repeats itself until one party accumulates 3 Consequences or Makes a Concession to end the conflict.
Next post, we will describe Consequences and Concessions.

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