Complete Combat and Conflict Rules
This chapter gathers the system’s most detailed rules for fighting, resisting harm, enduring mental pressure, and resolving social clashes. Use it when a scene needs more clarity than the short summary chapters provide.
1. The flow of a fight
A fight is a series of rounds. Each round, every participant takes one major action, one quick action before or after it, and any amount of free action speech or small interaction. A round usually represents a few tense seconds.
Establish before the first roll:
- What each side wants
- What the environment offers
- Who is exposed, who is concealed, and who is cut off
- What the immediate stakes are
Keep asking three questions each turn: What do you want? What stands in the way? What will it cost?
2. Initiative and spotlight
Roll Dexterity + Wits at the start of the fight. Highest total acts first. Keep that order for the round. On a tie, the character with the higher Dexterity acts first; if still tied, resolve it by fiction or roll again.
The initiative order is also a spotlight order. After a character acts, the next character in the order becomes the focus. If a character chooses to hold their action, they may act later in the same round or act first in the next round.
3. Actions
Major action
Choose one of the following:
- Attack
- Grapple or break free from a grapple
- Aim
- Dodge defensively
- Use a Discipline or other supernatural power
- Interact with an object or environment in a meaningful way
- Feeding or drinking blood
- Command, persuade, intimidate, or demoralize
- Move a significant distance and take cover
Quick action
Before or after the major action, a character may do something small and immediate:
- Draw or switch a weapon
- Shout a one-sentence command
- Open or close a door
- Take hold of an object within reach
- Take one step of movement
Free action
Free actions include short speech, small gestures, and obvious environmental interaction that takes no time at all.
4. Movement
A character can move a short distance for free. A significant movement—a sprint across a room, climbing a wall, or repositioning behind cover—costs a major action. Use the following guidance:
- Short movement is included in a free action
- Standard repositioning is a quick action
- Athletic movement is a major action and usually requires Dexterity + Athletics
5. Attacks
Attack pools
Choose the pool from the fiction:
- Close combat: Strength + Brawl or Strength + Melee
- Ranged combat: Dexterity + Firearms
- Ambush: Dexterity + Stealth
- Disarm: Dexterity + Melee or Strength + Brawl
- Grapple: Strength + Brawl
- Creative attack: Storyteller-assigned Attribute + Skill
Difficulty
Set difficulty from 1 to 5 based on the target’s awareness, cover, range, visibility, pressure, and armor.
- 1 – easy but still dangerous
- 2 – standard challenge
- 3 – difficult
- 4 – severe
- 5 – extraordinary
Attack margin
A successful attack does weapon damage + extra successes above the difficulty. Extra successes can improve damage, create a tactical advantage, or inflict a condition.
6. Defense
Defense is an action, not a fixed number.
Active defense
When the defender wants to avoid, resist, or fight back, choose the appropriate pool:
- Evasion: Dexterity + Athletics
- Fighting back: Strength + Brawl or Strength + Melee
- Soaking: Stamina + Athletics or a supernatural power
- Resisting social pressure: Composure + Resolve, or another appropriate pool
Passive defense
If the defender is not actively resisting, the attacker rolls at the normal difficulty and applies damage if successful.
Dodging
If a character spends their major action to dodge, they gain +2 dice to resist or avoid the next attack made against them before their next turn. They cannot take another major action that round.
7. Damage and harm
Damage types
- Superficial (S): bruising, minor cuts, fatigue, and harm a vampire can recover with time
- Aggravated (A): severe trauma, fire, sunlight, claws, fangs, and other harm that resists normal recovery
The Health track
Each character has a Health track with 3 + Stamina boxes. Mark from left to right.
- When the track is full, the character is impaired and cannot act normally.
- Further damage converts an existing superficial mark to aggravated before adding new aggravated marks.
- A completely aggravated track leaves the character incapacitated.
Weapons and damage
Record each weapon’s base damage. A normal melee weapon might deal 1 or 2 damage. A heavy weapon might deal 3. Improvised weapons usually deal 1. Bites and claws may deal damage plus a special effect. Firearms range from 1 to 4 depending on type and ammunition.
Armor
Armor does not add Health boxes. Instead, it reduces danger in one of these ways, chosen by the Storyteller based on the fiction:
- Reduce incoming damage by its rating
- Raise the attack difficulty against the character
- Soak a fixed amount of damage after the roll
Light armor may reduce 1 damage, medium 2, heavy 3. Supernatural protection may use another benefit.
8. Grappling
A grapple begins with an opposed Strength + Brawl roll. The winner becomes the controller; the loser is held.
- A held character can move only with the controller’s permission.
- On subsequent rounds, the controller may maintain the grapple as a quick action and take another major action, or use the major action to throw, restrain, pin, slam, or bite.
- A held character may break free with a successful Strength + Brawl or Dexterity + Athletics roll.
- A pinned character suffers –2 dice on all rolls and is vulnerable to decisive actions.
9. Called shots and called effects
When a character wants to cause a specific outcome, use a called effect instead of a generic damage roll.
- Disarm: Dexterity + Melee vs. Strength + Melee; success removes the weapon
- Incapacitate a limb: –1 difficulty but the weapon may deal only superficial damage
- Hammerblow: +1 damage but the attacker suffers +1 difficulty or loses defense
- Precise strike: –1 damage but inflicts a condition such as Stunned or Pinned
10. Cover and terrain
The environment should be as important as any dice pool.
- Concealment: +1 to +2 difficulty
- Partial cover: –1 die or +1 difficulty to hit
- Heavy cover: attacks cannot land unless the attacker repositions
- Difficult terrain: costs extra movement or adds 1–2 dice to relevant Athletics checks
- Low light: +1 difficulty
- Pitch dark: +2 difficulty, or attacks beyond close range are impossible without supernatural senses
11. Aim and rapid fire
Aim
Spend your major action to aim. Add +1 die to your next attack this round. If you aim for two consecutive rounds before attacking, add +2 dice.
Rapid fire
You may fire multiple times in one round at +1 difficulty per additional shot after the first. Each shot is resolved separately.
12. Feeding in combat
Feeding during a fight is possible but reckless. Make a Brawl or Stealth attack at +1 difficulty, then narrate the feeding. Afterward:
- Make a Rouse check
- Reduce Hunger according to the Storyteller
- Deal with the victim’s condition
- A messy critical or bestial failure creates a major complication such as frenzy, witnesses, or a ruined Masquerade
13. Frenzy and loss of control
When terror, rage, or hunger overwhelms self-control, call for a Resolve + Composure roll at difficulty 2–5.
- Success: the character holds on but takes a condition such as Shaken, Fixated, or Withdrawn
- Failure: the Beast chooses the immediate action—fight, flee, feed, or protect the trigger
- Bestial failure: the loss of control is public, violent, or costly, and it creates a lasting consequence
Frenzy is not a punishment for rolling badly. It is a story event that exposes what the Beast wants.
14. Combat conditions
Record ongoing conditions in the character’s Conditions section. Common examples include:
- Blinded – +2 difficulty to ranged attacks, –1 to melee
- Stunned – cannot use a major action next turn
- Pinned – cannot move, –2 to resist
- Disarmed – must retrieve the weapon or fight unarmed
- Grappling – locked in close combat; use Strength + Brawl to control
- Bleeding – lose 1 Health each round unless you take a quick action to staunch it
- Panicked – must move away from the source; –2 to all actions until you act to regain composure
- Fixated – must pursue the object of fixation if a safe opportunity appears
- Humbled – –2 to Social rolls until you take a meaningful step to restore face
- Exposed – next Masquerade mistake has amplified consequences
A condition should always answer three questions: what it prevents, what it modifies, and what ends it.
15. Social conflict
Social conflict is a fight for leverage, status, fear, love, or trust. Define what each side wants, what each side risks, and whether both sides can resist.
Common social pools
- Persuasion: Charisma + Persuasion
- Deception: Manipulation + Subterfuge
- Intimidation: Manipulation + Intimidation
- Leadership: Charisma + Leadership
- Insight: Wits + Empathy or Intelligence + Investigation
- Resisting social pressure: Composure + Resolve
The margin of success
- 1 extra success creates a small concession
- 2 or more forces a meaningful concession or condition
- A critical creates a decisive shift with a complication
A winner does not usually get automatic obedience. Instead, they gain a concession: the other side agrees, backs off, loses face, reveals information, grants a favor, or accepts a debt.
16. Mental and emotional conflict
Mental conflict is a clash of will, memory, identity, and fear. Use it when a character must resist compulsion, dominate, terror, obsession, grief, or supernatural madness.
Common mental pools
- Resisting fear or panic: Resolve + Composure
- Resisting a command or supernatural compulsion: Resolve + Occult, Intelligence + Investigation, or another appropriate Attribute + Skill
- Resisting despair or emotional collapse: Resolve + Empathy or Resolve + Composure
- Projecting supernatural pressure: Discipline dots + Charisma, Manipulation, or Intelligence
Resisting influence
A target can often spend 1 Willpower to resist, reduce, or escape supernatural influence. If the influence succeeds, it creates a condition, a compulsion, or a temporary alteration in behavior rather than a total rewrite of identity.
17. Supernatural influence
When Dominate, Presence, fear, or another supernatural force is used:
- State the delivery method and the target’s opportunity to resist.
- Name the immediate effect clearly.
- Give the target a visible path to resist, escape, or recover.
- Do not erase the player’s ability to make meaningful choices.
A supernatural effect should create pressure, altered priority, emotional compulsion, or missing memory. It should not become invisible puppetry.
18. Breaking points and long-term conditions
When a conflict leaves a lasting mark, record it as a condition or a story consequence. A long-term condition should change the character’s future choices, not just penalize a single roll.
Examples:
- Exposed – you must repair your reputation or identity
- Obsessed – you must pursue a person, clue, or desire
- Addicted – you must feed the craving or suffer escalating penalties
- Haunted – a memory, ghost, or supernatural pressure follows you
- Broken – you cannot use a social pool until you undertake meaningful recovery
19. Retreat, surrender, and aftermath
When a fight ends, ask what was gained and what was lost. A character may:
- Flee with something important
- Surrender and accept a debt
- Be captured
- Lose a Background, Status, or piece of equipment
- Suffer a lasting injury or condition
- Be forced into a feeding frenzy or Masquerade violation
The aftermath should be as meaningful as the fight itself.
20. Running fights quickly
Keep fights tight by using the following rhythm:
- Ask the character’s goal.
- Name the obstacle.
- Ask if they are willing to pay the cost.
- Roll, apply the margin, and narrate the result.
- Update Health, Hunger, Willpower, or conditions.
- Pass the spotlight.
Combat should never be a series of empty attacks. It should be a series of choices.