Monday, January 01, 1990

Conflict Resolution--Activate Traits

The use of certain Traits (called activating the Trait) can affect the outcome of a conflict by changing the target face for one of the opponents. Each player may activate one Trait per exchange, which can be from either character. However, the Trait being activated must be able to apply to the conflict at hand. When a player activates a Trait, he may change one of the target faces to that of the Trait being activated for the duration of one exchange.

If both players try to change an Attribute by activating Traits, their efforts cancel each other and the value of the original Attribute is used.

Ordinarily, a Trait may only be activated once per conflict, even if the opposing character activated it. However, a Trait may be activated additional times in a conflict by spending I/C. A character must spend Inspiration to reactivate a good Trait that he has or an evil Trait that his opponent has. Conversely, a character must spend Corruption to reactivate an evil Trait that he has or a good Trait that his opponent has. The cost in I/C is equal to the number of times that the Trait has already been activated in this conflict.

Example: Sirus has the Driven Trait at Lauds/Compline, representing his willingness to do anything to achieve his goal. Sirus’s player determines that this dragon is an obstacle to his goals, so the Trait fits. Sirus’s player decides to give the face to the dragon, so its Force is temporarily reduced to Lauds/Compline. If the conflict continues to another exchange, the dragon’s Force will return to its normal value. Since this is the first time that he has activated this Trait in this conflict, it is free to him. If he wishes to activate this Trait again at a later point in the conflict, he will be required to pay 1 point of Corruption, since the Trait is evil.

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