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== Escalation Clause ==
== Escalation Clause ==


0) This is a cooperative roleplay environment and the general ask is to be respectful of other players and their time and show people courtesy. Escalation rules aren't a checklist to frag, they're a guideline for violent resolutions. Behave in a way that makes sense in the situation but keep in mind you are creating a story with your fellow players and not competing against them.
1) In-game conflict is expected to follow some natural course of escalation, with responses to hostile actions being met proportionately. We expect players to behave in a way that respects the narrative and spirit of collaborative fiction while still doing what makes the most sense within the roleplay. There is no set checklist for 'proper' escalation, but your actions should have a decent rationale and be proportional to the inciting deed. Examples of hostile actions can be both narrative (e.g. insults, scheming against another character, taunting or goading another character) or mechanical (attacking, using disciplines, stealing, breaking and entering).


1) Escalation resulting in murder is only acceptable within reason. If the situation could be reasonably interpreted as life threatening, you may respond with lethal force. In most cases, even among kindred, fights end when one party enters critical condition or in extreme cases, torpor.  
Some examples of appropriate escalation can include:
You do not need to explicitly express intent to a player you intend to escalate against. Mechanical acts such as moving with melee range, drawing a weapon, attempting to hail allies, 'fighting words,' or other means of manipulating a scene are considered minor escalations and a cue of additional escalation.
*A kindred confronting, then attacking a diablerist when they are alone
*1.1: What goes around, comes around. Reciprocal response as well as proportional escalation is expected against aggression.
*A kindred defending their domain from intruders or frenzying and attacking someone that insults or disrespects them or their domain.
*A garou acting against characters acting in clear service of the Wyrm
*Police officers firing on a dangerous or hostile suspect
*A hunter attacking someone who has shown clear evidence of being supernatural
*Hounds (and other kindred, in more dire circumstances) taking action against a vampire that has violated the traditions


2) If you appear hostile, expect to be treated as hostile. Contextual clues such as appearance, equipment, and other abstract qualities may be considered for escalation. Players that blatantly violate the Masquerade or Veil may be treated as previously escalated against.
Some examples of ''inappropriate'' escalation can include:
Some non-exhaustive examples include:
*A character going to individual lengths to totally wipe out law enforcement to cover up a crime or breach of secrecy
*Police officers with SWAT equipment, attempting to interdict a person or group
*A faction attempting to overtly purge an enemy faction over a lower stakes conflict between two individuals.
*A diablerist existing within the Domain of San Francisco (Exceptions granted by roleplay are not all encompassing and are not held to admin protection)
*Persons visually committing violations of San Francisco law (Possession of weapons, etc)
 
3) Similarly, over escalation is prohibited. Over escalation is, briefly, going far beyond the required means to handle a dispute, without a reasonable justification.
Some non exhaustive examples include:
*Final death of a kindred for a mild breach of domain such as trespass
*Beheading a player for being annoying rather than a material concern
*Denying the rescue of a crit victim or corpse to prevent their reentry into the round, without reason
*Killing another player primarily due of lack of other means to detain the victim```
 
4) During a blood hunt, the target of the hunt is considered to have been previously escalated against. The subject of the blood hunt may in turn freely escalate against any party they believe to have hostile intent.

Latest revision as of 17:26, 31 May 2026

Escalation Clause

1) In-game conflict is expected to follow some natural course of escalation, with responses to hostile actions being met proportionately. We expect players to behave in a way that respects the narrative and spirit of collaborative fiction while still doing what makes the most sense within the roleplay. There is no set checklist for 'proper' escalation, but your actions should have a decent rationale and be proportional to the inciting deed. Examples of hostile actions can be both narrative (e.g. insults, scheming against another character, taunting or goading another character) or mechanical (attacking, using disciplines, stealing, breaking and entering).

Some examples of appropriate escalation can include:

  • A kindred confronting, then attacking a diablerist when they are alone
  • A kindred defending their domain from intruders or frenzying and attacking someone that insults or disrespects them or their domain.
  • A garou acting against characters acting in clear service of the Wyrm
  • Police officers firing on a dangerous or hostile suspect
  • A hunter attacking someone who has shown clear evidence of being supernatural
  • Hounds (and other kindred, in more dire circumstances) taking action against a vampire that has violated the traditions

Some examples of inappropriate escalation can include:

  • A character going to individual lengths to totally wipe out law enforcement to cover up a crime or breach of secrecy
  • A faction attempting to overtly purge an enemy faction over a lower stakes conflict between two individuals.