Player's Handbook · Chapter 7
Challenges, Contests & Conflicts
Challenges
A challenge is a series of overcome and create an advantage actions resolving one complicated situation — calming panicky passengers, repairing damaged rigging, keeping the ship on heading, all in one storm. Each roll handles one task; the individual results together decide how the situation resolves. The Narrator doesn't have to announce every stage up front.
Contests
Two or more characters compete for the same goal without directly hurting each other — a chase, a debate, an archery tournament.
- Each exchange, every participant takes one overcome action.
- Highest result wins the exchange and scores one victory (mark tallies); succeed with style = two victories.
- On a tie, no victory and a twist: the Narrator adds a new situation aspect affecting everyone.
- First to three victories wins.
Conflicts
For harming each other — sword fights, shouting matches, psychic duels. The 30-second version:
- Set the scene — where everyone is, what it's like; the Narrator puts down a couple of situation aspects. Then establish zones (loosely defined areas; you can act in your zone or a nearby one, move one zone free — farther, or past an obstacle, costs an action).
- Determine turn order — Quick in a physical conflict, Careful in a mental one; highest goes first, descending order, the Narrator breaks ties.
- Exchange by exchange, each character takes one of the four actions on their turn; on other turns, defend or respond as needed.
- The conflict ends when only one side has characters still fighting.
Full rules: [Challenges, Contests & Conflicts](@Missing file).
Manual updated Oct 5, 2026.