Conflict system

Conflicts will rise when a move could fail, no matter whether the character has to break a door, to haggle with a merchant or wants to floor an adversary. Even standard tasks can fail. Anyway, you should only demand this kind of rolls in exceptional cases so you won't unnecessarily interrupt the flow of the game.

Usually, you can treat tests with one roll or in details, this will be decided during the course of the conflict. Detailed tests occur most times during important trials, for example in a fight or in an important deal.

  1. Determine the target: The player determines the target of his action. The target might be for example to knock out an adversary.
  2. Profile: Chose the matching profile for this conflict; the value of the profile determines the number of dice to roll. Equipment and special objects could grant boni and mali that can be set off against the number of dice.
  3. Pirate dice: Pirate dice can be spent to increase the number of dice total. You will get two dice extra per pirate dice spent.
  4. Number of dice: For one roll, a maximum of ten dice (including all bonuses) can be used.
  5. Test: You roll, and the number of success will be compared. (Every die showing a 6+ is a hit). The party having more hits wins the conflict. Regarding the loser, the difference between the two outcomes (damage) will be subtracted from the toughness of the used profile.
  6. Tie: In a tie, the attacker achieves his goal. Following this, the conflict is held as lost for the attacker and the toughness of the profile will be lowered by one.
  7. Escalation: In the first round, the loser can decide whether he accepts the loss. By accepting it the conflict will be concluded. By not accepting the defeat, he can spend a pirate die to escalate the conflict and to reduce the just inflicted loss of toughness to one. Thus, the conflict will continue as long as the toughness of the used profile of one party will decrease to 0.

The pirate group is just in the middle of price negotiations for a mission. Needless to say, this negotiation is led by the group’s merchant (Rakzak). Their employer offered the whole group a reward of 8000 UC, which is insufficient for the pirate group; therefore, it comes to a conflict. The employer has got a merchant profile of 4 and spends 1 pirate die, he rolls (3 5 5 7 7 9) = 3 hits. Rakzak has got a merchant profile of 5 and rolls (2 2 4 3 10) = 1 hit, the toughness of his merchant profile will be lowered by 2 points. He decides to spend a pirate die to escalate the conflict; therefore, the toughness loss is reduced to 1. The merchant rolls (1 2 6 7) = 2 hits. Rakzak adds a pirate die and rolls (2 7 4 6 6 8 9) = 5 hits. The merchant’s toughness decreases by 3 points damage. Finishing the negotiations once and for all, Rakzak spends one pirate die and rolls (3 4 4 6 6 6 10) = 4 hits. The employer rolls (1 5 7 9) = 1 hit. So the toughness of his merchant profile decreases to 0, he has therefore lost the conflict. Rakzak was able to double the reward to 16000 UC.

If there is no opposite party, the game master determines a minimum number of hits that has to be reached by the character. There, it is also possible to deal with the conflict in detail.

DifficultyHits needed
Very diffcult5

Consequences of a lost conflict

When the toughness has decreased to 0 points in a conflict, the character can only act with this profile again if its toughness recovers at least one point. The toughness cannot decrease below zero points.


The toughness of a profile recovers automatically two points during a break after a scene and after that, two points every day. It is also possible to spend a pirate die at any time to regenerate two points toughness immediately.