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Conflict, sometimes it seems to come out of nowhere and messes things up for an episode, but we love it all the same. Whenever you turn a Partial into a Success on a roll, you may take a Conflict or progress an existing one. You may take or progress any Conflict you want, but try to keep it thematically appropriate. The Host may override your decision if they believe it doesn’t fit the situation.
Examples: Ordering an ally may take more force than is reasonable, giving you the Bossy Conflict. While pushing yourself to the limit to fetch the Loser Ball, you get smacked in the leg, giving you the Damaged Leg Conflict.
Conflicts are ordered in “Tier One/Tier Two (Resolve Number)/Tier Three (Resolve Number or N/A if it can’t be Resolved)” order. T1 Conflicts usually last an episode and further the plot, and one can be removed at the end of each episode. T2 Conflicts last a whole arc and take time to mend. The Resolve Number is how difficult it is to Resolve the Conflict, but some abilities can make it easier. (or harder!)
Conflicts List (WIP):

Physical

Damaged Leg/Broken Leg (3)/Lost Leg (N/A, though prosthetics can Resolve this): You lose one Success for each tier of Conflict on checks requiring your legs. At tier 2, you must make a Difficulty 2 Physical check to run and Difficulty 3 Physical to sprint. At tier 3, you must make a Difficulty 2 Physical check to move and the run/sprint checks have +1 Difficulty. This Conflict can stack for as many legs you originally had. This Conflict cannot apply if you can fly or were born legless as you’re practiced in getting on without them.
Damaged Arm/Broken Arm (3)/Lost Arm (N/A, though prosthetics can Resolve this): You lose one Success for each tier of Conflict on checks requiring your arms. This Conflict can stack for as many arms you originally had. This Conflict cannot apply if you were born armless as you’re practiced in getting on without them (though maybe you can rule this as toungelessness?).
Burned Out / Exhausted (3) / System Collapse (N/A, can only be Resolved by spending a whole episode on healing and rehab): –1 Success on all Physical checks. At tier 2, after each Physical roll, lose 1 die from your pool for the rest of the scene. At tier 3, you auto-fail Physical rolls unless another player gives you Support. You cannot convert Partials.

Mental

Idiot Ball/Stupidity (3)/Chronic Stupidity (10): You lose one Success for each tier of Conflict on all Mental Checks. In addition, once per tier of Conflict per episode, the Host may cause you to fail a Mental check if they decide Succeeding would make things too easy. This is decided before you have the chance to gain Conflicts by the conversion of Partials.
Spacey/Oblivious (4)/Unconcerned (15): You lose one Success for each tier of Conflict on checks to find a physical object. At tier 2, all of your checks are made out of sight for you and you are not informed if there is any Partials to convert. At tier 3, if you attempt to convert a Partial that doesn’t exist or more than exists, you gain all the Conflicts as if they did exist.
Selective Memory / False Memory (3) / Distorted Reality (N/A, major psychiatric intervention can Resolve this): –1 Success on Mental checks per tier related to recalling facts or past events. At Tier 2, you must roll a Difficulty 2 Mental check to confirm any “remembered” info is accurate. Failure introduces false info as fact until corrected. At tier 3, you cannot distinguish truth from memory. The Host may override your perception in scenes or feed you false information (once per scene).
Perfectionism / Overfocused (4) / Obsessive Spiral (N/A, can be resolved by abandoning a major plan or giving narrative spotlight to another member for 3 episodes): You must reroll one Success per Mental check per tier unless the result is a critical success. At tier 2, you may not allow another player to roll unless their plan is “approved” by you. At tier 3, Host may require you to abandon current goals if a new one feels “more perfect.”

Social

Quiet/Silenced (3)/Mute (N/A): You lose half a Success rounded up for each tier of Conflict on Social checks (ie T1 is 1, T2 is 1, T3 is 2) At tier 2, you may only communicate to the Host and allies through notes or DMs, and for allies only one at a time. It will be the target’s decision whether to tell the others honestly.
Pushy/Bossy(3)/Tyrannical (10): You lose one Success per tier of Conflict on Social checks to get people to like you. You also don’t accept others not listening to you.
Overexposed / Vulnerable (4) / Shamed (N/A, can be resolved by reinventing yourself): –1 Success on Social checks made while discussing your own feelings or flaws. At tier 2, anyone who mentions your past flaw gives you –1 die on your next Social roll. At tier 3, your reputation is public, fractured, and shaping the audience. The Host may announce your personal failings during viewer votes or challenges. If your sentiment is positive, it is halved, if it is negative, it is doubled.

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