Conflict: Conditions and Injuries

Notches does not focus specifically on combat rules, but it does focus on conflict more generally. One important option is to defuse or de-escalate a conflict to avoid violence. Another is to verbally confront an opponent, but avoid physical violence.

Town Guards (and private security) tend to arrest and punish only perpetrators of physical violence. Players should carefully consider how to engage in conflict. Even inflicting nonlethal physical Conditions (like blinding or deafening someone) would usually be considered assault, although not with the same consequences as assault with a deadly weapon. Foes may respond to a non-lethal attack with a lethal attack, but the same disincentives pertain for them: they risk arrest and punishment for violence.

In Conflict, Players roll for their Foes as well

Choose distinctive d20s, d12s, and d6s for your Character and each of their Foes. Roll all dice simultaneously to determine the outcomes of Actions. 

Most violent encounters are resolved in a single Round. Otherwise, each Player in turn makes sequential rolls. Turn sequence is normally determined by the situation, but if sequence is unclear, the order follows the highest DEX Bonus. 

Inflicting a Condition: “Putting a Hurt on”

Physical Conditions in Notches are the OpenD20 Conditions: Blinded, Deafened, Grappled, Nauseated, Paralyzed, Poisoned, Prone, Restrained, Stunned, Unconscious. Players must roleplay how they inflict a Condition.

  • 20+: inflict a Condition for 2d6 minutes; receive no reprisal from Foe.
  • 16-19: inflict a Condition for 1d6 minutes; receive no reprisal from Foe.
  • 11-15: inflict a Condition for 1d6 minutes; receive a reprisal as a Condition for 1d6 minutes.
  • 2-10: inflict nothing; receive a reprisal of 1 Hurt, or a Condition for 1d6 minutes; gain 1 Notch.
  • 1: inflict none; receive a reprisal of 2 Hurt, or a Condition for 2d6 minutes; gain 1 Notch.

Emotional Conditions in Notches are: Stressed, Angered, Despairing, Frightened. If inflicted twice, Emotional Conditions elevate to Stage II.

Stressed, Stage I: -1 penalty to concentration and anything diplomatic.
Stressed, Stage II: (Overwhelmed) Impaired judgment for 1d6 minutes.

Angered, Stage I: -1 penalty to aim; -1 to all verbal, perception, insight, & investigation Skills.
Angered, Stage II: (Enraged) Attacks with lethal violence; impaired judgment for 1d6 minutes.

Despairing, Stage I: Staggered 1 minute. -2 aim, initiative, persuasion.
Despairing, Stage II: (Griefstruck) Paralyzed or self-destructive 1d6 minutes.

Frightened, Stage I: Staggered 1 minute. -2 aim, all verbal, inspiration, connection.
Frightened, Stage II: (Panicked) Either paralyzed or compelled to flee in blind panic for 1d6 minutes.

Recovery Actions: Dispelling Emotional Conditions Among Your Allies

Allies can dispel emotional Conditions quickly. Recovery Actions are named as the counterpart to the Aspects of Hurt. They are: Defuse Anger (INT), Defuse Fear (CHA), and Comic Levity (CHA or INT). The following d20 results apply to Recovery actions:

  • 20+: Relieve 2 Stages of Hurt on Ally.
  • 16-19: Relieve 1 Stage of Hurt on Ally.
  • 11-15: Relieve 1 Stage of Hurt on Ally, but with minor complications.
  • 2-10: Relieve nothing on Ally; Character gains 1 Notch. Significant negative consequences.
  • 1: Ally suffers additional Stage of Hurt; Character gains 1 Notch.

Inflicting Bodily Injury

  • Stage I (Bruised): -1 penalty to aim. In pain, but functional. Can heal overnight.
  • State II (Bashed): Staggered & Slowed 1d6 rounds. -2 penalty to aim. Needs 1 week to heal.
  • Stage III (Broken): Stunned 1d6 rounds. -3 penalty to aim. Requires medical aid to start healing.
  • Stage IV (Bleeding Out): Stunned & Immobilized. Fatal in 1d6 minutes unless ally begins active First Aid.
  • Stage V: dead.

Deflecting Hurt and Injuries

Characters can spend an Action to try and prevent Harm to others, through deflection of verbal barbs (via Charisma or Intelligence) and physical attacks (via Dexterity or Strength). If successful (as with any Action that supports another’s success) the helping Character earns another Skill slot.

Scroll to Top