Conflict happens in a flurry of blows, metaphorical or physical.
One turn is defined as each participent within a given colfict having acted once.
Turn order is arbitrary and so its up to the discression of the storyteller how loosely or rigidly they enforce a structure, the general approach is left to right around the table.
Turns take as much time as the narrative indicates they should – two gunshots might happen in less than a second and end a fight, while a three-hour series of innuendos and courtesies might compose the first turn of an all-night seduction attempt. 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 – what they are trying to achieve. This can be anything from trying to tackle the driver of an escaping motorcycle, to assisting in the seduction of a ghoul by distracting his domitor, to simply taking cover.
After all players have made their intentions known the storyteller makes the same descision for all NPCs in the conflict
How do act in conflicts:
Conflicts are still based on the idea of simple tests
The storyteller tells the group which dice pools to build for the actions that they have chosen. The players then roll to attempt it.
The dice pool used by each player to participate in conflict activities is known as their conflict pool.
When characters act against each-other and their conflict pools are compatible enough in intent, their rolls will count as contested against eachother for example Leah engages in a Strength +Brawl vs Dexterity + Melee contest with the hook wielder.
Some rolls may result in automatic success if they are not conflicted, for example taking cover when no one is attacking you.
Some rolls may simply use difficulty values when they are not contested, for example Tracy rolls Composure + Firearms against Difficulty 2 (her target is in the open, coming right at her)
Consequences of conflicts:
As with other basic contests, the side that scores the most successes wins their turn of that conflict.
The winner subtracts the loser’s successes from their total conflict pool and applies the remainder as damage to one of the loser’s trackers; Willpower or Health (see Damage, p. 126).
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.
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