Ending a Conflict

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Getting Taken Out

When the a character cannot absorb stress from an attack, the character is taken out. They has decisively lost the conflict and the opponent decide how the character loses. The outcome must remain within the realm of reason.

Dying from shame in a duel of wits – Unreasonable
Someone embarrassing themselves and flee in disgrace – Reasonable
While the player of the attacker gets to decide the manner in which his victim loses, the loser still controls the specifics of their character’s scene in an essential way and is allowed to modify whatever the winner states to make sure that whatever happens stays true to their character’s form.

Opponent can say “you embarrass yourself and flee in disgrace,”
Opponent can’t say “…by running out of the hall, flapping your arms and screaming like a child.”

This means that the person who deals the final blow can decide if it is lethal or simply incapacitating so long as it is reasonable to do so. (If you attack someone with an effective weapon rating of 4 or higher or have no way to stop a character from bleeding out from a wound, The GM can decide it is unreasonable to specify they survive.)

The opponent still owns his death scene and can describe his dying words (or death curse) however he wishes.

Concessions

You can offer a Concession instead of continuing the conflict.

  • You clearly and concisely lose the conflict
  • Should put you at some decisive disadvantage
  • The loss narration is 100% under your control.
  • Must be offered before any roll on your own turn
  • CANNOT be offered in respose to taking enough damage to take you out
  • Must be approved by the whole group (including the GM and any PC opponents).

A Concession should be considered to have a “clear and decisive disadvantage” if:

  • The character has at least one moderate consequence or worse as a result of the conflict.
  • The outcome creates significant difficulty for the character in the future. (Something he was protecting from the opponent gets left or stolen, the player does not achieve one of their stated goals)
  • The outcome creates a situation that restricts the character’s behavior in some significant way (owing a debt, doubting your beliefs/abilities) This may require adding an additional, long-term, temporary aspect to the character, separate from consequences, so that the defeat can be enforced via compels.

Cashing Out

Whenever you lose a conflict, receive one fate point per consequence taken in the conflict.

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Ending a Conflict

Dresden Files: New York SilverSeraph SilverSeraph