TEXT: Action Table
  Attack
  Defend
  Feint
  Maneuver
  Attack
  I
  V
  I
  V
  Defend
  V
  I
  —
  V
  Feint
  —
  I
  V
  I
  Maneuver
  V
  V
  I
  I
  Refer to this handy table after your actions have been 
  announced. It will tell you if you need to make an inde-
  pendent test, a versus test or no test at all for your action.
  I= Independent test. Test both actions separately; both 
  actions can succeed or fail.
  V= Versus test. Roll skills or abilities against each other. 
  Highest successes wins.
  —= Do not roll for your action. Your opponent rolls but 
  you do not. 
  Skills and Abilities for Disposition
  Intent
  Roll
  Add to Rank
  Banish or Abjure
  Arcanist or Ritualist
  Will
  Capture
  Fighter or Hunter
  Will
  Convince
  Persuader
  Will
  Convince Crowd
  Orator
  Will
  Drive Off
  Fighter
  Health
  Kill
  Fighter
  Health
  Pursue or Flee
  Scout or Rider
  Health
  Trick or Riddle
  Manipulator
  Will
  Other
  You Choose
  You Choose
  Conﬂ ict Ability and Skills Used by Action
  Type of Conﬂ ict
  Attack
  Defend
  Feint
  Maneuver
  Banish or Abjure
  Arcanist or 
  Ritualist
  Lore Master or 
  Theologian
  Arcanist or 
  Ritualist
  Lore Master or 
  Theologian
  Capture
  Fighter
  Hunter
  Hunter
  Fighter
  Convince
  Persuader
  Persuader
  Manipulator
  Manipulator
  Convince Crowd
  Orator
  Orator
  Manipulator
  Manipulator
  Drive Off
  Fighter
  Will
  Fighter
  Will
  Kill
  Fighter
  Health
  Fighter
  Health
  Pursue or Flee
  Scout or Rider
  Health
  Scout or Rider
  Health
  Trick or Riddle
  Manipulator
  Lore Master
  Manipulator
  Lore Master
  Other
  You Choose
  You Choose
  As Attack
  As Defend
  Conﬂ ict Rules
  Conﬂ ict Procedure
   
  �
  GM determines that the players’ actions have 
  triggered a conﬂ ict. GM and players make clear 
  what’s at stake.
   
  �
  GM determines conﬂ ict type based on characters’ 
  actions.
   
  �
  Players choose a conﬂ ict captain.
   
  �
  Conﬂ ict captain rolls for disposition. Team 
  members help if they have the appropriate skill 
  and if they describe their actions.
   
  �
  GM generates the opposition’s disposition.
   
  �
  GM divides the total disposition into hit points for 
  each opposing character or creature.
   
  �
  The conﬂ ict captain divides team disposition into 
  individual hit points for the team members.
   
  �
  The GM chooses three actions and then waits for 
  the players.
   
  �
  Players choose and announce which weapons 
  their characters will use.
   
  �
  The conﬂ ict captain discusses best options with 
  the team and chooses three actions and which 
  character will carry out each action. The conﬂ ict 
  captain determines the order of actions played.
   
  �
  During the round, the GM and player actions are 
  revealed and resolved one at a time.
   
  �
  Reduce or increase disposition as per the results. If 
  both teams still have at least 1 point, play another 
  round: choose weapons, choose actions, etc.
  The Conﬂ ict Captain
  When acting as a group, the players nominate one of 
  their own as a captain for this conﬂ ict. The conﬂ ict cap-
  tain rolls for the group’s disposition. Add +1D for each 
  other character helping. Help must abide by the standard 
  help rules, of course.
  The conﬂ ict captain is also in charge of choosing and 
  distributing the actions.
  Teams of Two
  In a team of two, one player takes actions one and three 
  and the other takes action two. 
  Teams of Three
  In a team of three, each character takes one action per round. 
  Teams of Four or More
  If you have a team of more than three characters, three 
  of you take action this round. The others can help you 
  this round. They’ll get a chance to take an action next 
  round (unless conditions arise as described in Actions for 
  the Fallen). When helping, players must describe their 
  actions in line with the action being played by the conﬂ ict 
  captain. If help is redundant or inappropriate, the GM 
  may cancel it.
  Turn Taking
  No player may act twice in a row in a conﬂ ict. Further-
  more, a character who has not acted this round must act 
  in the next round before anyone else who has already 
  taken an action.
  Choosing Weapons
  Before playing the ﬁ rst action of a set, all players must 
  declare what weapon (or spell) they’re using. The GM 
  should also announce what his critters are up to. 
  Actions
  Attack
  Attack played against Attack or Feint is an independent 
  test. When played against Defend or Maneuver, it is a 
  versus test. Attack reduces your opponent’s disposition by 
  the margin of success. 
  Independent Obstacle: 0. Successes from an 
  independent Attack are subtracted from your 
  opponent’s disposition.
  Defend
  Defend played against Attack or Maneuver is a versus 
  test. When played against another Defend, the actions are 
  independent. When played against a Feint, Defend may 
  not test. Feint beats it.
  Defend stops or reduces the effectiveness of Attack and 
  Maneuver actions. 
  Regroup
  In a versus test, add the margin of success of your Defend 
  action to your disposition. For an independent Defend, 
  the margin of success is added to your disposition—
  usually one point per success. Disposition cannot go 
  higher than the starting total. See the Regrouping 
  heading under Hit Points for the expanded rules for this 
  action.
  Independent Obstacle: 3 
  Feint
   
  �
  When played against Defend, Feint is an 
  independent test. You’ve faked the defender out of 
  position and so you get a free shot at them. 
   
  �
  If played against an Attack, it’s you who have 
  been drawn out of position. In this case, you don’t 
  test, the Attacker does. Describe how you were 
  attempting the Feint. 
   
  �
  If played against another Feint, make a versus 
  test. The margin of success is subtracted from the 
  loser’s disposition. 
   
  �
  If played against a Defend or Maneuver, test Feint 
  at Ob 0. Your successes reduce your opponent’s 
  disposition.
  Independent Obstacle: 0. Successes from an 
  independent Feint are subtracted from your 
  opponent’s disposition.
  Maneuver
  Played against Attack or Defend, Man euver is a versus 
  test. Played against Feint or another Maneuver, the 
  Maneuver action is tested independently. Margin of 
  success is applied to the effects described below. 
  Independent Obstacle: 0
  Maneuver Effects
  The Maneuver action has three possible effects: impede, 
  gain position and disarm. Each effect requires a certain 
  margin of success. You can’t use the same effect twice on 
  the same action.
  Margin of Success 1: Impede: -1D disadvantage to your 
  opponent’s next action.  Apply the impede penalty to 
  the character making the test for the next action. If the 
  action interactions means there’s no test, this effect is 
  lost.
  Margin of Success 2: Gain position: +2D advantage 
  to your next action. Apply this bonus to the character 
  making the test for the next action. If the action 
  interactions means you don’t test, this bonus is lost.
  Margin of Success 3: Disarm: Remove one of your 
  opponent’s weapons, a piece of gear or disable a 
  trait for the remainder of the conﬂ ict. For monsters, 
  you may render one of its weapons useless for the 
  remainder of the ﬁ ght. If disarmed and you want to 
  draw another weapon, you may switch next time 
  you choose your actions. Alternately, if you win by 
  a margin of success of 3, you may impede and gain 
  position.
  © 2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. www.TorchbearerRPG.com
  
  Weapon
  A
  D
  F
  M
  Special
  Inventory
  KILL, CAPTURE OR DRIVE OFF
  Battle axe
  +1s
  -1D
  –
  –
  —
  carried 2
  Bow
  —
  —
  —
  +2D
  Versus Attack against all except bow and 
  crossbows. Bypasses leather armor.
  carried 2 and belt/weapon
  Crossbow
  +1s*
  —
  —
  +1D
  *+1D bonus to Attack against Defend. Bypasses 
  leather armor.
  carried 2 and belt/weapon
  Dagger
  —
  —
  —
  —
  Successful Maneuver counts as disarm against 
  spear-type and missile weapons.
  carried 1 or belt/weapon
  Flail
  —
  -1D
  +1D
  —
  Bypasses shield beneﬁ ts.
  carried 1
  Halberd
  +1D
  —
  -1D
  +1D
  —
  carried 2
  Hand axe
  —
  —
  —
  —
  May be thrown once per ﬁ ght to change Attack 
  to versus.
  carried 1
  Mace
  —
  —
  —
  —
  Bypasses chainmail. Increases chance of damage 
  to plate.
  carried 1
  Polearm
  —
  +1D
  +1D
  —
  carried 2
  Shield
  —
  +2D
  —
  —
  —
  carried 1 or torso/worn 1
  Sling
  —
  —
  —
  +2D
  Bonus does not count against bows or crossbows.
  carried 1 and belt/weapon 
  Spear
  —
  —†
  —
  +1D
  Bypasses leather armor. †+1D to Defend in 
  narrow corridors.
  carried 1
  Sword
  —
  —
  —
  —
  +1D to any action. Bonus sticks to that action for the 
  remainder of the conﬂ ict.
  carried 1 or belt/weapon
  Two-handed sword
  -1D, +1s
  —
  —
  -1D, +1s
  —
  carried 2
  Warhammer
  +1D
  -1D
  —
  —
  Bypasses chainmail. Increases chance of damage 
  to plate.
  carried 2
  Suggested Conﬂ ict Compromises
  Player Intent
  GM Wins
  GM Loses: Compromises
  Banish or Abjure
  The demon escapes; you summon more 
  demons or devils
  The demon vows revenge; a small gebbeth escapes; the spirit curses 
  you 
  Capture
  The creatures escape; you’re driven off
  You’re injured; weapons broken; armor rent and torn
  Convince
  You’re convinced of your opponent’s 
  argument
  You agree to a large concession; you agree to a small concession
  Convince Crowd
  The crowd turns against you; you’re run 
  out of town
  You agree to some of the crowd’s demands
  Drive Off
  You are driven off or captured
  You’re injured; they sound the alarm; they summon reinforcements 
  Kill
  See Killing Is My Business
  Apply the Killing Is My Business compromises to the GM’s monsters
  Pursue or Flee
  The creature escapes or you are 
  captured
  You’re injured; you’re afraid; you fall into a sinkhole or river; you’re 
  savaged by dogs; you’re lost
  Trick or Riddle
  You’re deceived or misled; you agree to 
  something you shouldn’t have
  You tarry too long; you’re exhausted from the effort; you’re angry; 
  you’re afraid
  Weapon
  A
  D
  F
  M
  Special
  ARGUMENT
  Intimidation
  —
  —
  —
  +1s
  —
  Deception
  —
  —
  +1s
  —
  —
  Evidence
  +1s
  —
  —
  —
  You must have 
  evidence! 
  Roleplay
  —
  —
  —
  —
  +1D to one action type
  Promises
  —
  +1D
  —
  —
  —
  Repeating
  -1D
  -1D
  -1D
  -1D
  —
  CHASE
  Locals
  —
  —
  —
  —
  +1D to one action type
  Maps
  —
  —
  —
  —
  +1D disposition
  Dirty Tricks
  —
  —
  +1s
  —
  —
  Right Tools
  +1s
  —
  —
  —
  You must have proper 
  equipment
  CAPTURE AND HUNTING
  Nets, Traps
  +1s
  —
  —
  —
  These must be built for 
  this order of might
  Lures
  —
  —
  —
  +1D
  For speciﬁ c beast
  Clever Strategem
  —
  —
  +1D
  —
  —
  NEGOTIATION
  Blufﬁ ng
  —
  —
  +1s
  —
  —
  Bribes
  —
  +1D
  —
  —
  You must have bribes
  Cool, Calm
  +1s
  —
  —
  —
  You cannot not be 
  angry
  Humor
  —
  —
  —
  +1D
  —
  SPEECH
  Position
  +1s
  —
  —
  —
  You must be elevated
  Mood
  —
  —
  +1s
  —
  —
  Reiteration
  —
  —
  —
  —
  +1D to one action type
  Uniform
  —
  —
  +1D
  —
  —
  RIDDLE
  A riddle
  +1D, +1s
  —
  —
  —
  You must tell a riddle
  A material clue
  —
  —
  —
  +2D
  You must have a 
  material clue
  Answers
  —
  +2s
  —
  —
  You must have the 
  answer
  
SOURCE: textdata/thevault/Torchbearer/Reference Sheets/Torchbearer - Player Conflict.pdf