So that leaves both Team A and Team B with a Disposition of 7 each, and Team Raven with 12.<br/><br/>I forgot to include the Light Armor the Team Leaders are wearing; that adds an extra die to Disposition Rolls. I’ve gone ahead and done that for both teams which resulted in Team B getting an extra point, so we have Team A: 7, Team B: 8, Team Raven 12.<br/><br/>The idea of a conflict is to reduce your opponent’s Disposition to 0 before yours is reduced to 0. If you reduce your opponent’s Disposition to 0, you win the goal that you stated at the beginning of the conflict. Depending on how much of your own Disposition you lost, you may have to negotiate a compromise with your opponent: you may get what you wanted, but they get at least<em>something</em>of what they wanted as well depending on how much Disposition you have left at the end of the conflict.<br/><br/>So how to reduce your opponent’s Disposition?<br/><br/>Conflicts are resolved almost like a card game in Mouseguard. Conflicts happen in a series of three-round blocks, during which each character on each team takes one of four Actions. All members of a team take actions in turn. They may make the same or different actions. Based on what actions everyone chooses, different types of Tests are made which effect Disposition. The actions are always the same in Conflicts, but the skills used in each Test differ based on the Conflict type. In this case, we’re going to go over the Actions, Skills, and Tests for Fight Animal conflicts.<br/><br/><span class="bbc_u">The Actions</span><br/><strong>Attack</strong>– The Attack action lets you take a shot at your goal. In a fight, this means whacking away at the enemy. When the Attack action is chosen against Attack or Feint the test is an Independent Test; when chosen against Defend or Maneuver the Test is a Versus Test. Successes from an Independent Test are subtracted from your opponent’s Disposition. Attack uses the Fighter or Hunter skill.<br/><br/><strong>Defend</strong>– the Defend action protects and strengthens your position. Defend played against Attack or Maneuver is a Versus Test. When played against another Defend the tests are Independent. When played against Feint, Defend may not test. Feint beats it. Independent Tests against Defend are an ob 3 Test. Each Success above 3 adds one to your Disposition, but it can never go higher than its original value. If you don’t get three Successes nothing happens. In Versus Tests, Defend cannot add to your Disposition, no matter how many Success you roll. Defend uses the Loremouse or Hunter skill or Nature.<br/><br/><strong>Feint</strong>– A feint represents a false attack. It’s dangerous to try, but if it works it’s very effective. If played against Defend, the Defender may not test. The Feinter makes an Independent Test, and reduces the target’s Disposition by one for each Success. If played against Attack, the Feinter may not attack or defend. If played against another Feint, it’s a Versus Test, with the loser losing Disposition in the amount of the margin of success. If played against Maneuver, an Independent Test is made and reduces the target’s Disposition by one for each Success. Feint uses the Fighter or Hunter skill.<br/><br/><strong>Maneuver</strong>– In a fight, a Maneuver can be a push or a flanking move, a non-decisive move used to gain favorable position on an opponent. Maneuver is the most complex of the four actions. It has three possible effects: Impede, Gain Position, or Disarm. Each effect requires a certain margin of success. Played against Attack or Defend, Maneuver is a Versus Test. Played against Feint or another Maneuver, it’s an Independent Test. Maneuver uses the Loremouse or Hunter skill or Nature.<br/><br/>Margin of success 1: Impede – your opponent suffers a -1D penalty to their next action.<br/><br/>Margin of success 2: Gain Position - +2D to your next action.<br/><br/>Margin of success 3: Disarm – against animals you may render one of its weapons useless for the remainder of the fight. Alternatively, you may choose Gain Position<em>and</em>Impede.<br/><br/>Actions are chosen in three round blocks. You must choose all three at once, and everyone on the team participates in turn. For example, one setup could look like this:<br/><table class="bbc_table"><tbody><tr><td>Team</td><td><div align="center">A</div></td><td><div align="center">B</div></td><td>Raven</td></tr><tr><td>Character</td><td>Cyd - Attack</td><td>Lucien - Defend</td><td>Attack</td></tr><tr><td>&amp; Action</td><td>Lucretzia – Maneuver</td><td>George – Attack</td><td>Maneuver</td></tr><tr><td></td><td>Cyd – Feint</td><td>Lucien – Attack</td><td>Defend</td></tr></tbody></table><br/>If the Conflict went another block, Lucretzia and George would get two turns, and Cyd and Lucien one each, and so on. All Teams choose their actions independently in secret, and once chosen, they may not be changed. Because we have three teams, there will be times when the mice take one Action instead of two. For example, if both Teams choose attack, only one roll is made, and one team helps the other. Also keep in mind that every Test made in a Conflict can be augmented by Help, Traits, and Wises. Conflicts are also a good place to earn checks for the Player Turn by invoking Traits negatively, particularly by breaking ties in your opponent’s favor in Versus Tests.<br/><br/><span class="bbc_u">Weapons</span><br/>Weapons also come into play in Conflicts as described below:<br/><br/>Knife: Any successful Maneuver when fighting with a knife against a spear, thrown, or missile weapon counts as the Disarm effect. This counts in addition to any other effects resulting from the margin of success. When throwing a knife against a spear or normal weapon, your Attack action counts as a Versus Test against Attack, and is Independent against Maneuver. Once you throw your knife, it’s gone.<br/><br/>Spear: Your Attack counts as Versus Test against Attack, and is Independent against Maneuver. The spear also gets a +1D bonus to the Maneuver action against normal weapons.<br/><br/>Sword: +1D to one action type of your choice in a fight. You may choose this at any point during the conflict. The bonus applies to that action for the remainder of the fight.<br/><br/>So what we’re going to do now is, the members of the Teams will talk amongst each other via PM what three actions they want to do in the Conflict. So AlexStone and Niferbelle will talk it out, and TheHangedMan and Remiel will talk it out. In the meantime, I’ll choose the Raven’s three actions.<strong>Once you’ve decided what you want to do, Team A will send their three actions to Team B. Team B will send their three actions to me, and I’ll send the Raven’s three actions to Team A.</strong>We’ll reveal the first action of each of the three teams, and play it out.<br/><br/>Obviously, feel free to post any questions before we start. This is a lot to take in.