Vampire the Masquerade
Compendium
Type to search for a spell, item, class — anything!
Searches must be at least 2 characters.
*
Conflict Pools
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!
The dice pool each participant uses in a conflict turn is called their conflict pool. In a physical fight, the conflict pool might for example be Strength + Brawl or Composure + Firearms. Characters sometimes change pools during a conflict, for instance if they
change weapons.
Example: Aileen rolls Composure + Firearms against the target’s Dexterity + Athletics, two dice deducted from the target’s pool since he breaks cover to charge, while Charles engages in a Strength + Brawl vs Dexterity + Melee contest with his opponent. If alive, Aileen’s attacker rolls Strength + Brawl vs Aileen’s Dexterity + Athletics. The Storyteller tells Paul that he finds cover without needing to roll, since he was not attacked this turn.
Both the attacker and defender roll their pools simultaneously in a basic conflict. The side that scores the most successes wins their turn of that conflict. The winner subtracts the loser’s successes from their total and applies the remainder as damage (see below).
If the conflict is one-sided, such as when the defender is trying to avoid getting shot, only the attacker can inflict damage. If both participants are able to cause harm to their opponent, the conflict is two-sided, with both sides counting as attackers. In this case, the actions of both parties are merged into a single conflict roll. A tie results in both parties inflicting one point of damage on the other (remember to add weapon damage if applicable, see below).
Attributes
Advertisement