Conflict

When conflict occurs (combat, an argument, an opportunity to steal something, etc), the DM will ask you to roll your dice against theirs (or, rarely, Feegle vs. Feegle). The DM will tell you in advance how many dice they will roll, which indicates how much Wailey is involved in this conflict.

You always roll all of your Willpower Dice (starting the game with three), as well as any current Drunkenness Dice and permanent Wyrd Dice. In addition, during each roll you may also:

    1. Increase your Drunkenness by one Dice immediately to invoke a major use of your Drunkenness Talent; or

    2. Use between one and six Wyrd Dice, as determined by you and the DM, to invoke some aspect of your Wyrd Talent. These are in addition to any permanent Wyrd Dice you may have, to a maximum of eight.

Be creative in the application of your talents! Not only is it funnier, but most of the time you will be facing more than 3 Wailey Dice, and can use any help you can get.

The degree of success is the number of your dice showing 1, 2, or 3. If you match or exceed the number of successes the DM has, you win the conflict. Your goal is achieved, your argument or theft was successful, etc. If the DM shows more successes than you, your goal fails (or theirs succeeds, depending on who instigated the conflict), and the DM gets to inflict a consequence if they so choose:

    1. They may cause you to lose or gain a Drunkenness Dice immediately. Drowning your sorrows in beer is a common strategy, but sometimes failure means sudden clearheadedness.

    2. They may choose to fill up one of your remaining Crivens! boxes. This may cause you to lose Willpower if you do not have any boxes remaining (see below).

    3. They may cause you to flee in a most uncharacteristic manner, using the best mode of transportation available to you.

    4. They may choose to have this moment redefine how others see you, by changing your name's descriptor.

However you must also see what dominates by finding the die from each pool showing the highest number. In case of a tie for dominance, compare the next largest dice, and so on until one pool runs out. If two or more pools tie all the way down, the DM will determine the winner according to how the scene has been played out so far.

    • If Willpower dominates, you've remained as in-control of the situation as you possibly can. Even if you lose the conflict, you come out with your head clear. This means you can either choose to reduce your Drunkenness by one, or recover one of your Crivens! boxes. You can, of course, choose to do neither (you may like your Drunkenness right where it is, and not have any Crivens! boxes marked off).

    • If Drunkenness dominates, you drank more than you intended to, or somebody gave you a dram of whisky when you thought it was lite beer. This means you must increase your current Drunkenness by one, even if you already increased it for this roll.

      • If this pushes your Drunkenness beyond what you have boxes for, you're going to pass out imminently. You might finish the scene (especially if you won the conflict), but soon you'll be rolling up a new Feegle...

    • If Wyrd dominates, you 'dree your wyrd' and are in the grip of fate, at least temporarily. Whether you win or lose, you must mark off one of your Crivens! boxes. If you have no boxes left to be checked, your Wyrd Talent also runs riot for the rest of the scene. You and the DM will have to agree how this plays out (keeping in mind who won the conflict), but when it's over you must exchange one of your Willpower Dice for a permanent Wyrd Dice. You do uncheck all Crivens! boxes, however.

      • If this reduces you to zero Willpower Dice, your character will be leaving the game, either to be a legendary Feegle-who-does-that-Wyrd-thing, or 'dies' in a blaze of Wyrdness.

    • If Wailey dominates, the DM gets to give you another consequence (or exact a first consequence, if you managed to win the conflict). This may cause you to fall over or be temporarily consumed by fate. Of course, if the DM is feeling generous, they may just give you a new descriptor.. the only restriction is that if you lose the conflict and Wailey dominates, the DM may not give you the same consequence twice for a single conflict.