Conflicts, Consequences & Conditions

In a conflict we measure the strength of a Character by their Prowess. Prowess is a step and not a number, any increase to it increases it to the next step.

  • To start a Conflict you must go over to another Character, put one hand on their shoulder and say “Conflict.” Any other Character who wants to participate must put a hand on the shoulder of one of the participants they want to support, ultimately creating two sides of the Conflict. 

Conflict

First each Character may use any Disciplines or Rituals that can be used in a Conflict. Then each Character announces their Prowess and loses 1 Blood Point. The side with highest Prowess wins, the participants then play out a show fight around 10-30 seconds. If its a draw, nothing additional happens.

In a Conflict between 3 or more Characters, each side simply adds together the (number) next to their Prowess step, and the side with the highest number wins.

When losing a Conflict, play the loser, beg for mercy, get bullied around, make the winner feel like a winner.

Prowess

Human(1)
Human, your power derives from hope and adrenaline. 

Everyone starts at this step.
Strong(2)
You can hunt helpless humans with ease.
Dominant(4)
You win fights and duels against trained opponents.
Powerful(8)
Dozens of trained officers and crowds of hostile enemies are of no concern to yourself.
Immortal(16)
Elite soldiers are like children against your supernatural abilities. 

You cannot increase Prowess beyond Immortal, any effects that increase your prowess beyond this point merely counteracts any effects that lower your Prowess.

Consequences

Each Character winning a Conflict can choose one of the following:

  • Nothing You can choose to do nothing.
  • Beating You can make a losing Character lose up to 2 additional Blood Points.
  • Binding You can force a losing Character to take 1 Blood Point from you(Or drink a Vial), or you can take 1 Blood Point from them, with either Fangs or a tool.
  • Mugging You can steal 1 Item from a losing Character, this also includes any Item that might be a Connection.
  • Staking You can Paralyze a losing Character if you have a Stake.

Any Character can choose to escape after the Conflict is over, unless they have been Staked. 

Staked Characters can be killed, it is simply done by whispering it to the staked Character and then portraying killing them.

When you die, we recommend putting your hand on your head and witnessing the aftermath of your Character’s death from a safe Offgame perspective. Once that’s done come and see the Storytellers Room we would very much like to hear how your Character’s story ended.

Lore: Not just any piece of Wood
Stakes are not just any piece of wood that can be broken of chairs, intercept the heart of the vampire and stop the creature from moving, because blood wont flow. Because if that would be the case a metal pipe would be just as effective.

All Stakes are made by soaking oak in holy water and have it blessed through special methods that is somewhat secret to the hunter organizations. Luckily for the Undying Society, the hunters are more than willing to sell Stakes as most hunters find it quite reasonable to let Vampires kill each other.

Conditions

You know when you are being affected by any of the following Conditions:

Paralyzed Should you ever be Paralyzed you cannot move, talk, use any Manipulations or Rituals. You are still awake and aware.

Invisible a Character who is Invisible cant be seen as long as they have a fist in the air. Invisible things can only be seen by other people who are Invisible. People should strive not to bump into Invisible Characters.

Blessing A Blessing is a Ritual that when you are hit by it, it feels like receiving renewed energy. 

Curse A Curse is a Ritual that when you are hit by it, it feels like something is terribly wrong.

Manipulation A Discipline that either affects you or retrieves knowledge about you.

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