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Mechanic Use when(Examples) Outcomes

Simple Test
Theres no big deal. The fight itself is not the final goal, but its an
obstacle in the characters way to reaching it.

Character wants to cut down/incapacitate non-dangerous NPC
standing in his way.
On a success, the character obtains his Intent (generally overwhelming or eliminating the opponent).

On a fail complication arises.
No way the character gets injuried in the test on a fail; just he gets slowed down or hindered.
Open Test
Slightly bigger deal. The fight is still not the goal, but theres a chance
it can slow down the character or its not automatic to overcome the
opponent with a single blow.

The character is facing tougher opponent(s): armored opponents,
tough animals or NPCs and the like.
On a success, the character deal damage to the opponent as per the Weapons Mechanics: additional
successes may be used to improve the quality of the success on the IMS scale basing on the Weapons
Add.

On a fail complication may arise as above.
The weapon the character is using could become useless, or temporary unavailable.
Reinforcements should arrive and engage the character, escalating to a Bloody Versus, and so on.
Still the character cant be directly harmed or subdued as a consequence of the conflict.
Versus Test
Minor deal. A scuffle or bar-brawl, or even a brief melee between
the character and a tougher opponent which might end up with the
character being bested by his opponent.

The character is involved in a fist-fight against a renown local
brawler.
The character is confronting a skilled and/or determined opponent.
On a success, the character gets his Intent (kill, maim, subdue, tackle).

On a fail, the opponent gets his Intent.

NOTE: resolving fights against more powerful opponents with a Versus Test may be very dangerous
for the PCs since they can be killed on rincapacitated as the result of a single test. You may want to
consider a more nuanced conflict resolution system, like the Bloody Versus or even Fight!
Bloody Versus
You want to have a more detailed, dramatic and possibly realistic
resolution for a more important conflict. You want more nuanced
outcomes, such as both sides being injuried or even incapacitated or
killed. You do not want the fight to necessarily end up in a single
test.

The character battles a well trained and very driven opponent, and
the fight is not only a boring waste of time on its path, but a
potentially deadly one!
Neither Side Hits: the combatant with the more Defense Successes dictates what happens next, and
the skill to be used for the next test.

One Side Hits: damage is dealt as per the Weapons Mechanics. Steel tests are made. Generally, the
loser is at the opponents mercy and the BV is over.

Both Sides Hit: damage is dealt as per the Weapons Mechanics. Steel tests are made. Now if both sides
are still standing, the combatant which scored more attack successes decides what happens next (skill
used for the next BV test).
Fight!
The fight really matters.
You want a very deadly and risky systemwith detailed blow-by-blow
exchange.

Beliefs are in play and being challenged.
A final showdown between the PC(s) and a major foe.
See BWG for details.

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