Vampire the Masquerade
Compendium
Type to search for a spell, item, class — anything!
Searches must be at least 2 characters.
*
Basic conflict
These Free Basic Rules only have a fraction of the content found in the Core Rulebook and Storyteller's Toolkit. Upgrade for tons more exciting lore, rules, and player options!
Conflict happens in a flurry of blows, rhetorical or physical. When each participant in the conflict has acted once, or declined to act, that defines a turn. Turns take as much time as the narrative indicates they should. Thus, one roll does not necessarily represent one swing of a baseball bat, unless the Storyteller says it does.
At the start of every turn of the conflict, each player declares their intent, i.e. what they are trying to achieve. In a physical conflict this can be anything from trying to tackle the driver of an escaping motorcycle to simply taking cover.
Example: Going left to right around the table, the Storyteller asks the players to describe their intended actions. Paul wants to dive for cover, Aileen shoots, and Charles desperately tries to fend off an attacker without killing it. Once all players have decided on their courses of action, the Storyteller makes the same decisions for all SPC's and tells the troupe which dice pools to build. The players then roll to attempt it.
Example: No one attacks Paul, Aileen is charged by her target, and Charles’ attacker keeps attacking.
Attributes
Advertisement