Table of Contents

Conflicts

While most of a session may play out in a flowing narrative fashion interspersed with skill tests, when the friendly dialogue ends and there is a need for coercion or combat, a conflict will begin. In Clockwork Dominion, while conflict may be primarily physical or social, these conflict types interrelate and may overlap. A physical conflict fought with fists, blades and guns will often include social attacks such as distractions, intimidations, and feints. A social conflict of negotiation or trickery can sometimes come to blows.

Conflict Sequence

  1. Calculate relevant Conflict Traits (see below)
  2. Roll Initiative (typically Focus + Tactics for Physical Conflict, Focus + Composure for Social Conflict, with no Difficulty). = either an automatic top initiative slot, or free Maneuver before conflict begins. Reminder: a Wounded character must add their equivalent Wound Penalty to this roll.
  3. On your turn (take in any logical order): 1 Move, 1 Action, 1 Maneuver
  4. Social Conflicts only last 3 Rounds; if it remains unresolved you may have to continue the argument in a subsequent Encounter (though characters are free to change their Dispositions). Social Conflict will also be ended by the initiation of physical conflict.

Movement

You may move ~10'. In open areas, this allows you to re-center your ZoC (see below). If Zones are defined by location, you may move to an adjacent zone. You are automatically engaged with other characters within your ZoC. If any part of a move takes place while an opponent is in your ZoC, they may interrupt to React (below).

Actions

Maneuvers

Any task that would not require a trait test, but uses a moment of attention or effort. Standard options:

Ambushes/Surprise

In the case of a successful ambush (Competitive check: Attacker's Reason+Tactics vs the intended victim's Focus+Tactics, modified at the Narrator's discretion by the availability of suitable terrain), the attackers all go first, and the defenders cannot raise their Guard until after the attack. This can be very effective…

Attack Trait Combos

Conflict Outcomes

A successful attack check that hits when the defender's Guard is down is a penetrating attack, and places an Outcome on the defender:

Conflict Traits

There are 4 Traits specifically used during conflicts and calculated at the beginning of a Conflict: Guard and Morale in primarily physical conflict; Disposition and Esteem in Social Conflict. Armor and Potency are two more traits that are used in both Physical and Social Conflict to determine Outcomes.

Guard

Guard = 1/2 Focus rounded up, +1 for weapon

Guard is the ability of a defender to correctly identify and respond to attacks without overextending, losing balance, or creating gaps in defensive posture. Highly observant fighters anticipate attacks and knock them aside; once Guard has been reduced to 0, the defender is vulnerable to Wounds and persistent conditions.

Disposition

The equivalent to Guard, but in social combat where the goal is to convince (through coercion or persuasion). Each character may choose their own Disposition level based on how strongly they feel about getting their way or resisting change (ie. the more resistant, the more successes needed to “lose” the conflict).

Morale

Essentially a character or group's Disposition towards fleeing combat. Players choose their starting Disposition unless a special circumstance dictates their Morale. Allies/Antagonists have a Morale based on their Threat level from their stat block (starting at Favorable, moving up 1 level per rank of Threat)

Esteem

Esteem = Status (Class or Means) - Tenor +/- 1/2 relevant Reputation

Weapon Traits and Armor

Weapons in both Social and Physical Conflict have 3 qualities: Potency, Special Conditions, and Reach.

Armor reduces Potency of a weapon, and if the Armor rank is >/= Potency, the weapon may not place Wounds, Convince or Persuade the defender; if Guard is up, the attacker may not spend to inflict a Condition. If Guard is down, however, the attacker may choose to place the Disarmed Condition on the target's Armor to remove it, even in Social Conflict (representing confusion or doubt). Subsequent attacks may then place the above Outcomes.

If Potency is > Armor, the attacker may spend on a successful attack to inflict a Condition. The attacker may roll z times on the ”Standard Conditions Table“, where z = Potency - Armor. For every additional , increase the Potency of the attack. The attacker may choose to place any Conditions rolled, or any Weapon Conditions listed in its stat block.

Other Conflict Definitions

Zone of Control (ZoC)

Avenues of Attack (AoA)

A clear path from the attacker to the target is called an Avenue of Attack. All attacks, close and ranged, require an open AoA. Mechanically, AoAs are conceptual placeholders that are either occupied or open, but narratively characters are considered to be in constant motion throughout their ZoC - so an “opening” may described as a momentary clear shot during a combat sequence.