Conflict occurs if an action could fail. Whether the character has to break a door has to haggle with a dealer or an opponent wants to clear away. The target is set at the beginning of the conflict by the attacker. SpacePirates uses a pool system with ten-sided dice (D10), where each cube has a fifty percent chance of success. You roll with the specified number of dice and counts the successes, the dice are all that 6 or more.
The challenges are always carried out on one of the four profiles. All parties must use the same profile. It is possible to add additional cubes from the pirates dice pool to increase the probability of success.
For a challenge a maximum of ten cube can be used (including all bonuses). If a party have more dice, they aggravate the challenge of the opposing party per two dice at -1. If both parties have more than 10 dice, the dice are excess first against each other, only the weaker party suffers a penalty.
Generally, challenges can be treaten with a throw or in detail. This will be decided during the treatment of the conflict. Detailed challenges usually occur in important situations, such as in combat or in an important trade.
If there is no opposing party to submit the game master set a minimum number of successes which must achieve the character. Again, it is possible to cover the conflict in detail.
| Difficulty | Necessary Successes |
|---|---|
| Easy | 1 |
| Standard | 2 |
| Difficult | 3 |
| Taxing | 5 |
| Impossible | 7 |
If a health level is reduced to 0, the character cannot use that pool any more till it regenerated at least 2 points.
Health level regenerate 2 points after a conflict once the character catched his breath. Missing health levels are regenerated at a rate of two points daily.