Quick Reference - Conflict Actions

There is definitely combat in this game, and there are a few rules for doing so. If you’re curious about more details, the pages listed in parentheses are where you can find the information in the DFRPG – Your Story book.

Attack
Roll against an opponent to try to inflict stress or consequences on him directly (page 200).

Maneuver
Roll against an opponent or against a fixed difficulty to try to place an aspect on the opponent or the scene (page 207).

Block
Roll to set up a preemptive defense against a specified future action; anyone committing that named action will have to roll against the block to succeed (page 210).

Sprint
Roll to change zones, with a higher roll allowing a greater degree of movement (page 212).

Each character gets one basic action per turn, but under certain circumstances your character can take a supplemental action and/or a free action in addition to that main action (see page 213 for more details). Of course, in lieu of anything else, a character may choose to just duck and cover (as described below).

Full Defense
You can always choose to do nothing active in the exchange at all; your character is assumed to be concentrating entirely on defense. As such, any defense rolls you make to avoid attacks or maneuvers are done at Plus 2.

Quick Reference - Conflict Actions

As The Chips Fall evilbrat