
Crimson
A World of Darkness
Vampire Chronicle

Challenges & Combat
There comes a time when two or more players come into conflicts that cannot
be resolved through roleplaying alone. The system detailed in this chapter allows for the resolution of conflicts efficiently and quickly. This sort of face-off is called a challenge, and it makes for a very simple system of conflict resolution. In most cases, a Narrator does not even need to be present when a challenge is played.
Roleplaying does not necessarily have to end when a challenge begins; in
fact, roleplaying becomes more important than ever if players intend to enjoy a
confrontation and avoid disputes. Experienced players can integrate a challenge into their roleplaying so seamlessly that outsiders don’t even know that anything unusual is going on. At the players’ option, special hand signals can be used to indicate when certain Traits and powers are being employed.
In order for this system to work, players need to work together. They have to educate each other on the rules and agree on what Traits can be used in a challenge. Compromise and cooperation are the bywords of the game. Arguments over whether or not a particular Trait bid is appropriate wreck both the momentum and the mood of a game.
Using Traits
Before you can begin to learn how challenges work, you must first understand what defines a character’s capabilities. A character is created by choosing a number of adjectives that describe and define that person as an individual. These adjectives are called Traits, and they are described fully in the Creation pages of this Website.
These Traits are used to declare challenges against other characters or against static forces represented by a Narrator.
Initial Bid
A challenge begins with a player “bidding” one of her Traits against her opponent. At the same time, she must declare what the conditions of the challenge are — like firing a gun, attacking with a knife or using Dominate. The defender must then decide how she will respond. She can either relent immediately or bid one of her own Traits in response. When players bid Traits against one another, they may only use Traits that could sensibly be used in that situation. Essentially, this restriction means that a player can usually use only those Traits from the same category as her opponent’s Traits. Most challenges are categorized as Physical, Social or Mental, and all Traits used in a challenge must be from the same category. Experienced players may offer each other more creative leeway, but only by mutual agreement. If the defender relents, she loses the challenge automatically. For example, if she were being attacked, she would suffer a wound. If she matches the challenger’s bid, the two immediately go to a test. Those Traits bid are put at risk, as the loser of the test not only loses the challenge, but the Trait she bid as well for the rest of the evening.
Testing
Once both parties involved in a challenge have bid a Trait, they engage in a test immediately. The test itself is not what you may think — the outcome is random, but no cards or dice are used. The two players face off against one another by playing Rock-Paper-Scissors.
If you lose the test, you lose the Trait you bid for the duration of the session (usually the rest of the evening). Essentially, you have lost some confidence in your own capabilities and can’t call on them for a while. You can no longer use that Trait effectively, at least until you regain confidence in your Traits.
The test works like the moment in poker when the cards are turned over and the winner is declared. The test produces one of two possible outcomes — either one player is the victor, or the result is a tie. In the case of a tie, the players must then reveal the number of Traits that they currently have available in the category used (Physical, Social or Mental). The player with the least number of Traits loses the test and therefore loses the challenge. Note that the number of Traits you’ve lost in previous challenges, or lost for any other reason, reduces the maximum number of Traits you can bid in ties. You may lie about the number of Traits you possess, but only by declaring fewer Traits than you actually have — you may never say that you have more Traits than you actually do. Doing so allows you to keep the actual number of Traits you possess a secret, although doing so may be risky. The challenger is always the first to declare his number of Traits. If both players declare the same number of Traits, then the challenge is a draw, and both players lose the Traits they bid.
Example of Play: Sam, Brujah musician, is caught in a battle with Juan, a fearsome assassin. Knowing his only hope is to come out swinging, Sam begins with an aggressive Trait for his initial bid (“I take a Ferocious swipe at you with my guitar!”), and the Assamite
responds in kind (“Feel the power of my Brutal strike, infidel!”). The two test — both shoot Rock, a tie. Now they have to declare their total number of Traits to resolve the tie. Sam knows he’ll need all he’s got, so he declares all nine Traits he has available. Juan has only
eight traits, and so he loses the challenge. The Assamite loses the Trait he bid, suffers a health level of damage and begins to wonder if this is really such a mismatch after all.
Rock-Paper-Scissors
What we mean by Rock-Paper-Scissors is the following: You and another person face off, and, on the count of three, you show one of three hand gestures. “Rock” is a basic fist. “Paper” is just a flat hand. “Scissors” is represented by sticking out two fingers. You then
compare the two gestures to determine the winner. Rock crushes Scissors. Scissors cuts Paper. Paper covers Rock. Identical signs indicate a tie. Certain advanced powers allow some characters to use gestures other than Rock, Paper and Scissors. Before players can use the gestures in a test, however, they must explain what they are and how they are used.
Adjudication
If you have question or argument about the rules or the conditions of a challenge, you need to find a Narrator to make a judgment. Try to remain in character while you look for a Narrator. Any interruption in the progress of the story should be avoided if at all possible, so work problems out with other players if you can. If you do not know the correct application of a certain rule, it’s usually better to wing it rather than interrupt the flow of the game.
It should be noted that a challenger who fails on a Social or Mental Challenge must wait at least five real-time minutes (and not spend them arguing over the results of the previous challenge — you can’t protest a ruling with a Narrator for 4:58, then drop your argument and say, “Oh look, time’s up,”) before repeating the failed challenge. This rule includes supernatural powers that use Mental or
Social Challenges unless they specify otherwise — a character cannot continue attempting one Mesmerism after another until he finally succeeds. This stricture does not include trials that are failed but then redeemed through retests or overbids.
Complications
There are a number of ways in which a challenge can be made more complicated.The basic rules are enough to resolve most disputes, but the following rules add a few bells and whistles.
- Negative Traits
Many characters have Negative Traits, Traits that can be used against a character by his opponent. During the initial bid of any challenge, after you have each bid one Trait, you can call out a Negative Trait that you believe your opponent possesses. If he does indeed possess the Negative Trait, your opponent is forced to bid an additional Trait, although you must still risk your one Trait as usual. If he does not possess that Negative Trait, you must risk an additional Trait. You may call out as many Negative Traits as you wish during the initial bid phase of a challenge, as long as you can pay the price for being wrong. If your opponent does not have additional Traits to bid, then your Trait is not at risk during the challenge. Additionally if you guess more than one Negative
Trait that your opponent cannot match, you gain that many additional Traits in the case of a tie or an overbid (see below). The same works in reverse, favoring your opponent if you do not have additional Traits remaining to match incorrect Negative Trait guesses. It is considered very cheap to list off which Negative Traits a player might possess, if you have no valid reason to suspect as much in-game.
Example of Play: Joshua the Gangrel is attacking Marsilio, a Toreador socialite. He begins with his initial bid (“I make a Ferocious attack with my claws!”) while Marsilio attempts to escape (“I’m too Quick for you to catch so easily”). Joshua then suggests that Marsilio possesses the Negative Trait Lethargic (“All those Elysium parties have made you too Lethargic to get away”). If Marsilio did indeed possess that Negative Trait, he would have to bid an additional Trait to have continue the challenge. However, the Toreador does
not possess the Lethargic Trait, and now Joshua — having underestimated his opposition — is the one who has to bid an extra Trait if he wishes to continue trying to capture his prey. It can be risky to bid Negative Traits, but if you’re sure about what you’re doing, you can raise the stakes for your opponent, possibly even to the point where she relents rather than risking additional Traits.
- Overbidding
Overbidding is the system by which powerful characters may prevail in a challenge, even if they lose the initial test. Armand the elder with 16 Physical Traits should be able to crush Phil the neonate who has only three. This system is designed to make that possible.
Once a test has been made, the loser has the option of calling for an “overbid.” In order to call an overbid, you must risk a new Trait; the original one has already been lost. At this point, the two players must reveal the number of applicable Traits they possess in the appropriate category, starting with the player who called for the overbid. If you have double the number of Traits as your opponent in that category, you may attempt another test. As with a tie, you may state a number of Traits less than the actual number you have and keep your true power secret. Overbidding can be dangerous unless you are confident in your estimation of your opponent’s abilities.
Example of Play: Favian, Setite manipulator, is attempting to coax information from his pawn Endora. He begins with flattery (“My praise is so Beguiling that you have no choice but to tell me what I want to know”), but she resists (“I’m too Dignified to be so easily won over”).They test and Endora wins, but Favian is far from thwarted. Gambling that he has more social aptitude than the studious Tremere, Favian bids an additional Trait (“I’m ever so Seductive when it comes to getting what I want”) and calls for an overbid. Endora, being the defender, does not need to risk an additional trait. Favian announces all 14 of his Social Traits, while Endora
admits that she has only five, and so the overbid proceeds. They test again, and this time Favian wins. Endora loses the Dignified Trait she bid, and Favian still loses his initial Beguiling Trait, but he has won the final challenge and so she must divulge the information he was seeking.
- Static Challenges
Sometimes you may have to undergo a challenge against a Narrator rather than against another player. For example, a hacker may use a Static Mental Challenge with the Computer Ability to break into another computer system. In such circumstances, you bid a Trait that would be appropriate, then perform a test against the Narrator. Before the test is made, the Narrator decides on the difficulty of the task which you are attempting — this is the number of Traits you are bidding against, which is used to compare in the event of a tie. The test proceeds exactly as it would if you were testing against another character. Of course, you may attempt to overbid in a Static Challenge,
but beware, because the Narrator can overbid as well. The number of Traits attached to the challenge should represent the difficulty and danger inherent in the challenge. Sometimes Narrators may leave notes on objects, such as books, doors or even magical items. These notes indicate the type of challenges that must be won for something to occur (such as deciphering a tome or picking a lock).
- Simple Tests
Simple Tests are used to determine if you can do something successfully when there is no real opposition. Simple Tests are often used when using Disciplines. Most Simple Tests do not require you to risk or bid Traits, though some may. When a Simple Test is called, a test (Rock-Paper-Scissors) is performed against a Narrator. In most cases, the player succeeds on a win or a tie, although in some cases, it may be necessary for the player to win for him to receive any benefit from the challenge.
- Retests
Certain Traits allow a character to retest. A retest allows a character to ignore the results of the first test and test again for a new result. Retests are most commonly gained through Abilities, but other Traits may also provide them; such Traits are noted in their descriptions.
Generally, expending one level of an appropriate Ability allows for one retest. Multiple retests are possible on a single challenge, but each retest must come from a different source. A character may retest a challenge once using a level of Brawl and then retest again through the Merit: Lucky, but he may not gain multiple retests with the Brawl Ability on the same challenge. Retests may be canceled (“blocked”) by a character who is capable of matching the conditions of the retest. Thus, if a player uses Firearms to retest when
firing a gun, the opponent may expend a level of Dodge to block the retest and force the attacker to accept the results of the original test.
Example of Play: Michael, a Sabbat recruiter, is holding Daron hostage and subjecting her to an earful of sect propaganda. Reacting with typical Brujah composure, Daron pulls a hidden pistol and attacks (“I use the advantage my Wily plan has given me to shoot you in the chest!”) Michael responds by trying to take cover (“I use my Quick reflexes to spring behind the couch.”). They perform a test, and Daron loses. However, Daron is an excellent shot (“I am too skilled at Firearms to let you get away that easily!”), and she calls for a retest. The two test again, and Daron wins. Michael suffers damage from the gunshot wound. Michael tries to recover by knocking Daron’s gun away (“Dexterous as ever, I yank the gun from your grasp.”). Daron responds by backing away, the better to set up another shot (“I’m too Nimble for you to get a hold of!”), and the two perform another test. Michael loses and immediately calls for a retest with Brawl (“My Brawl skill is good enough to grab a gun at close range!”). Daron blocks the retest with Dodge (“I Dodge out of the way before you have a chance!”), and no retest is performed. Daron is now out of Michael’s reach and ready to shoot again.
- Relenting
At any time before the actual test is performed, a player may choose to acquiesce and admit defeat. Characters who relent lose the challenge automatically, but they do not lose any Traits, even if they bid one before relenting. They also help the game flow along more smoothly than extended Rock-Paper-Scissors matches do.
- Bonus traits
Certain weapons and special powers grant a character bonus Traits during a challenge. You may add these extra Traits toward a character’s total when determining a tie involving that weapon or special Ability.
- Order of Challenges
Since multiple challenges will inevitably occur simultaneously during any given fight, occasionally the Narrator needs some means of determining who acts first and who acts last. Each person involved in a given game turn checks the current number of Traits appropriate to the action he wishes to attempt. A character punching someone would use Physical Traits to determine speed, while a character casting a spell would probably use Mental Traits. If an action does not require any sort of Trait challenge, it occurs last in the turn. As with overbidding, you may declare fewer Traits than you possess if you wish. Characters with equal numbers of Traits are assumed to go “simultaneously,” though for resolution purposes the Narrator may simply choose one to act first. Sometimes a character with a high number of Traits will attack a character with fewer Traits, who will decide to strike back. In this case, the character with
fewer Traits resolves his action in the same test as the faster character, but in doing so, he loses the ability to take any aggressive action for the turn — he uses up his one action with the counterattack. This rule can occasionally cause as much confusion as it’s trying to solve, and the Narrator may choose to apply this only when there a debate or other critical need to establish who’s going first.
Example of Play: Michael and Daron are still locked in combat, and Michael decides his only chance is to dive out the side door and try to get away. Unfortunately for Michael, Daron’s friend Shane has also broken free of his bonds and is attempting to block his escape. Michael has five Physical Traits left, and Shane has his full eight Traits. Shane pounces in front of Michael (“I’m too Stalwart for you to get by me!”), and Michael decides he’ll try to counter by knocking the stubborn Gangrel down (“I fetch you a Ferocious smash across the knees!”). They perform a test, and Shane loses; he suffers a wound from the attack and is knocked aside. However,Michael cannot escape yet — he’s used up his action this turn by striking Shane. Meanwhile, Daron declares that for her action she’ll move to a better position for next turn.
Combat
Combat is the usual intent behind Physical Challenges. Essentially, combat involves two characters in physical conflict. The players agree what the outcome of the challenge will be, each player bids an appropriate Trait and a test is performed to determine the victor. The following section allows for variations on those basic rules, such as situations using surprise or weapons. The agreed outcome of a Physical Challenge is often the loser being injured. This is not the only possible result, though. The two parties can agree to nearly
anything, whether it’s tripping an opponent or throwing him out of a window. The results of a combat challenge may also be different for both participants; for example, if a frenzied Malkavian is trying to tear apart a fleeing mortal, the mortal might try to get away from his opponent instead of hurting her.
Surprise
If a player does not respond within three seconds of the declaration of a Physical Challenge, the character is considered to have been surprised — he is not fully prepared for what’s coming. Sometimes a player is busy with another activity or is playing a character who just isn’t prepared for the attack. Any player who sneaks around whispering challenges to get the element of surprise is cheating, plain and simple. Surprise simply means that the outcome of the first challenge in a fight can only harm the surprised defender, not the challenger. For instance, if a player did not respond in time to an attack, but still won the challenge, the challenger would not be
injured. Furthermore, if the challenger loses the test, she may call for a second challenge by risking another Trait. After this second challenge, regular challenge rules resume. Overbidding is permitted for both challenger and challenged in surprise situations.
Movement in Combat
- Three Step Rule
Anyone in or just entering combat is subject to the “three step rule.” You may take up to three steps during any combat action and still attack. Moving one step is considered walking cautiously, two steps is moving directly (down one Trait in Physical Challenges), and
three steps is running (also down a Trait in Physical Challenges). A Discipline that allows for an additional action would allow you to take three additional steps, and so on.
Fair Escape
Fair Escape is a simple rule which allows players to escape from potentially dangerous situations without actually bounding over furniture or diving out of windows. This rule also allows players to avoid combat without going through cumbersome challenges to see if they can “get away.” When you use this rule, you can call “Fair Escape!” any time you see another player approaching with whom you do not wish to interact. Once you call “Fair Escape,” you may leave the area without being pursued. There are several guidelines which must be followed when using this rule, however:
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You may not use the Fair Escape rule if the person approaching is nearby (within conversational distance). In such cases, you must initiate a challenge in order to flee. Use common sense in places where there is a great deal of noise and conversational distance is reduced to a minimum (e.g., a crowded nightclub).
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Situations which involve an ambush (all exits blocked or the target is surrounded) or ranged weapons can sometimes negate the use of Fair Escape. Again, use common sense.
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A character using Unseen Presence or similar powers may employ a Fair Escape at any time before a challenge has been initiated, unless someone with some form of Heightened Senses counters him.
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Characters with supernatural speed such as Celerity may gain a Fair Escape by activating their speed before a challenge is initiated. In the case of two characters using supernatural speed, whoever uses the highest level of speed wins (all ties go to the fleeing party). Thus, a character using Basic Celerity cannot Fair Escape from a foe using Advanced Celerity.
These rules are meant to hasten play, not complicate it. Always try to employ common sense when using Fair Escape. (As a rule of thumb, if it takes several minutes to explain why a Fair Escape would be justified, it probably isn’t.)