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Shadows within Shadows, Lies within Lies [Need Players!!!] Goto Page: 1 2 3 ... 4 ... 7 8 9 10 [>] [»|]

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What race would you be?
Vampire
21%
 21%  [ 8 ]
Werewolf
34%
 34%  [ 13 ]
Mage
15%
 15%  [ 6 ]
Promethean
5%
 5%  [ 2 ]
Changeling
10%
 10%  [ 4 ]
Human
13%
 13%  [ 5 ]
Total Votes : 38


The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100
PostPosted: Tue Jul 17, 2007 2:12 am


WARNING: FOR SERIOUS, LITERATE PLAYERS ONLY!!! READ THE ENTIRE FIRST PAGE BEFORE STARTING! KEEP OOC TO A MINIMUM!


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The world is not what you think.

Beneath skyscrapers'
leering gargoyles,
factories belching smoke
and streets packed with
the human throng
lurk things we are
not meant to see.


Creatures dwell in the shadows
and hidden places.

They watch you,
stalk you
and prey upon
your body and soul.


The life you lead is a lie.
Your darkest fears aren't make-believe.
They're real.


And now that you have glimpsed
this world of darkness,
there's no place to hide.


What Is The World Of Darkness?
We can’t know when humans first started telling stories, or why. But it’s a safe bet that the first tale tellers used their craft to explain the mysteries going on around them. Indeed, some of the most ancient stories that are still told today grapple with the biggest mysteries of all — life, death, creation, redemption and the ongoing struggle of good versus evil. The World Of Darkness is a Storytelling game, because it’s an opportunity for you to participate in the deeply human endeavor of telling stories.

The stories told in this game are set in the World of Darkness. It’s a place very much like our world, sharing the same history, culture and geography. Superficially, most people in this fictional world live the same lives we do. They eat the same food, wear the same clothes, and waste time watching the same stupid TV shows. And yet, in the World of Darkness, shadows are deeper, nights are darker, fog is thicker. If, in our world, a neighborhood has a rundown house that gives people the creeps, in the World of Darkness, that house emits strange sighs on certain nights of the year, and seems to have a human face when seen from the corner of one’s eye. Or so some neighbors say. In our world, there are urban legends. In the World of Darkness, there are urban legends whispered into the ears of autistic children by invisible spiders.

The Elements of Stylish Horror
The World of Darkness book presents rules for playing a type of roleplaying game called Storytelling. In this type of game, the traditional elements of a story — theme, mood, plot and character — are more important than the rules themselves. The rules serve to help you tell stories about your characters in an interactive experience. They help prevent arguments and provide a solid basis for handling elements of chance, but they don’t overshadow the story itself. The triumphs and tragedies of your characters as they try to survive and even thrive in the World of Darkness are the main focus, not dice rolls or lists of traits.

Storytelling games involve at least two, although preferably four or more players. Everybody involved in the game participates in telling a group story — the players create and act out the roles of their characters, and the Storyteller creates and reveals the plot, introducing allies and antagonists with which the players’ characters interact. The players’ choices throughout the course of the Storytelling experience alter the plot. The Storyteller’s job isn’t to defend his story from any attempt to change it, but to help create the story as events unfold, reacting to the players’ choices and weaving them into a greater whole, introducing secondary characters and exotic settings. In order to play the supernatural creatures that inhabit The World of Darkness, you must purchase a companion book such as Vampire: The Requiem.
PostPosted: Tue Jul 17, 2007 2:13 am


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Table of Contents


I. Prologue

What is World of Darkness?

II. You are Here

III. Storytelling Rules Summary

Gaia TOS and House Rules

IV. Character Creation

Sample Character Sheet

Accepted Characters

V. Roll and Trait Summary

VI. FAQ

VII. The Story So Far...

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100
PostPosted: Tue Jul 17, 2007 2:15 am


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Storytelling Rules Summary

This post provides rules for the Storytelling in the World of Darkness. Before you get into the thick of it, here's a short summary of the basic rules to get you started as you create a character.

Dice
Like most roleplaying games played around a table, Storytelling uses dice to determine the whims of chance. Anytime a character performs an action under adverse conditions or when the outcome is unclear, his player rolls dice to see whether the task succeeds or fails.
Storytelling uses 10-sided dice, which can be easily provided by Gaia's dice toolbar when you post. The better your character is at performing a task, the more dice you will need. This is called the dice pool.

Traits
Characters possess a variety of traits, describing their innate capabilities, trained skills, and even how many wounds they can suffer before dying. If you wish to have a full description of the traits, PM me for more information. Two types of trait are especially important: Attributes and Skills.

Each of these traits' scores are rated in numbers, ranging from 1 to 5, much like the "five-star" system many critics use to rate movies. For example, a character might have a Dexterity Attribute of 3 and a Firearms Skill of 2.

Whenever your character performs an action that calls for a dice roll, you most often build your dice pool by adding the most appropriate Attribute score to the most appropriate Skill score. When your character shoots a gun, you add his Dexterity score of 3 to his Firearms score of 2 for a total of 5 dice--one die per score point.

Modifiers
Various conditions and circumstances can greatly improve or hinder your character's tasks, represented by bonuses and/or penalties to your dice pool. On one hand, quality tools might give him a bonus to repair a car, or a Stradivarius violin might give him a bonus to play a symphony. On the other hand, a thunderstorm might cause hazardous driving conditions, levying a penalty on any driving rolls, and a distant target is hard to hit with a gun, represented by range penalties. For example, when shooting a target 30 yards away with his Glock 17 pistol (medium range for that gun), your character suffers a -2 penalty. That gives you a modified dice pool of three dice.

The Storyteller determines whether or not any circumstance imposes dice-roll modifiers and how great those modifiers are.

Dice Pool
So, we can say that a dice pool is determined like so: Attribute + Skill + equipment modifier +/- Storyteller-determined modifiers (if any).

In general, bonuses to your dice pools are always added before penalties are applied (before dice are taken away).

There are few other complications, but I'll explain those in detail when the need arises.

Rolling the Dice
Now that you know what to roll, let's see how to read the results. Each die that rolls a result of 8, 9, or 10 is considered a success. You might have more than one of these, in which case you have multiple successes. Storytelling doesn't just tell you whether your character succeeds or fails--it shows you how well he does.

If none of your dice roll any of these numbers, your roll fails. This is rarely fatal. It's most often simple a setback, and your character can usually try the action again (or again and again in the case of combat).

Obviously, the more dice you have in your dice pool the better your character's chances of success, and the great your odds of gaining multiple successes.

In addition, there is a special rule called "10 Again." Whenever you roll a 10 on any die, you may roll that die again. If that die rolls 8, 9, or 10, you've got another success. In fact, if it rolls 10 once again, you can keep rolling as long as you keep getting 10's, accumulating more and more successes along the way. So, if you rolled three dice for a result of 2, 8, and 10, you'd have two successes. That 10 is re-rolled, however. If it turns up an 8 or 9, that's a third success and the re-rolls stop. In the case of another 10, that's a third success and the die is rolled again until no more 10's result.

Types of Action
Different tasks demand different times to accomplish them. It takes longer to rebuild a car engine that it does to stab someone with a knife. Storytelling has two types of actions: instant and extended.

An instant action is resolved with a single dice roll. Only one success is required to complete an instant action, although extra successes might improve the results. Instant actions include anything that can be accomplished in the span of three seconds: throwing a punch, jumping a fence, sneaking past a security guard.

An extended action is resolved with a series of dice rolls, and your successes in each roll are tallied, working to collect the total needed to complete the task. The Storyteller usually determines the total number of successes needed (guidelines will be provided by moi when needed). Each roll takes a certain amount of time within the story, from five minutes to a whole day, depending on the task. The Storyteller declares how long it takes to complete one die roll, during which time your character acts to accomplish the task. For example, fixing a car takes about 30 minutes per roll. A simple tune-up might require only four successes, while a transmission rebuild might require 10 or more.

A third kind of action is called a contested action. It can happen quickly in the space of time of an instant action, or over a prolonged period as an extended action. In a contested action, two or more opposing characters seek to accomplish a feat first or better than the others. He who gets the most successes (or the required total first in the case of extended task) is the winner. Arm wresting is an instant, contested action. Two characters competing to be first to win a long-distance race is an extended, contested action.

Combat
Fighting is a series of instant actions, demanding however long it takes until someone surrenders or is rendered unable to fight.

Combat involves a single dice pool roll per attack. The result determines whether or not your character hits and how much damage he inflicts on his target. The dice pool is determined as above, but the equipment modifier depends on the weapon used. A knife is more deadly that a fist, and a gun is more deadly than all.

Each success gained on your attack roll represents a point of damage inflicted against the target's Health trait. When the target has no more Health left, he is unconscious or dead (depending on the type of damage done.)

There are three types of damage: bashing (caused by blunt weapons such as fists or clubs; these wounds heal quickly), lethal (caused by sharp weapons such as knives and bullets; these wounds heal slowly) and aggravated (caused by devastating supernatural attacks; these wounds take a very long time to heal.)

There are a number of complications involved in combat, such as a target's Defense trait (which is subtracted from any melee attack dice pools targeted against him), penalties for armor, for hiding behind cover, and more. Details are described by me when necessary, but the basics are simple. Roll to hit and apply successes as damage.

Example
Let's see how it looks in action.

Your charater tries to shoot at a thug who just killed his friend. Your character's Dexterity is 3, his Firearms is 2, and he's using a Glock 9mm pistol, which provides a dice modifier of +2. Your dice pool is therefore made up of seven dice.

The thug is about 30 yards away--that's within the pistol's medium range. A -2 penalty is applied to attack at medium range. So, your dice pool is reduced to five dice.

But that's not all. It's raining cats and dogs. The Storyteller decides that there's an additional -1 penalty for poor visibility. That leaves you a dice pool of four.

The roll yields a 3, 5, 8, and 9--two successes. The thug is hit. He suffers two points of lethal damage to his Health. It hurts, but it's not enough to stop him, and he staggers away. Your character needs to decide whether to give chase and close the distance, or try to fire again at a receding target.


The Chance Roll
One final rule: If your dice pool is ever reduced to zero or fewer dice, you can still make a "chance roll." Your character makes a wild or blind attempt to accomplish a feat where he might normally be outclassed or have little chance. Roll a single die, but you only succeed on a result of 10. (You still re-roll 10's for extra successes, as per the "10 again" rule.) There is, however, a chance of calamity. If you roll a 1 on your first die, your character suffers a "dramatic failure," a disastrous setback. The nature of the setback is decided by the Storyteller.

Getting Started
Now that you know the basics of the Storytelling System, you can proceed to create your own characters. You'll be able to judge what sort of traits you'll need based on their titles (they're mostly self-explanatory), and you know that the higher the score you have in a trait, the better your character will be when accomplishing tasks with it.


Gaia TOS and House Rules

Rule 1: Follow all Gaia TOS and Rules--If these are broken, I will promptly turn you over to the guild or Gaia moderators.

Rule 2: All characters are required to start Human. As characters and the plot develops, it may call for a little "change" in characters. wink

Rule 3: Stay true to the character concept. I award extra points to players who roleplay their characters properly. And if you stray too far from your character concept, I'll warn you to come back.

Rule 4: Role play your character in first person view. It's better for role playing in general, and it'll allow you to get a better feel for your character.

Rule 5: No arguing in the thread. If you feel the need for a heated discussion (whatever the cause may be), I'll do my best to settle the dispute (which includes third parties involving multiple "victims").

Rule 6: Keep swearing to a minimum. It's okay in a moment of shock or surprise, but don't do it in excess (unless it's a part of your character concept--then we'll talk about it.)

Rule 7: Don't be upset if things don't go your way. Unexpected things hide in the shadows, and your character will encounter them. The best thing to do is roleplay it out and go from there. I mean, come on, this is the World of Darkness!

Rule 8: Post at least once or twice a day. By accepting you into the game, I've given you my trust, so I expect some responsibility from ALL players. If you do not post for that day, I'll post for you--no questions asked!

Rule 9: If you're going to be out for a few days, tell me. Likewise, if I'm going to be out, I'll warn you.

Rule 10: Death can and will happen in this game! I don't control the dice, and it's not my fault if your characters slips up and gets themselves killed. If you'd like any consolation, PM me, and we'll create another character to replace him (as terrible as that may seem...)

Rule 11: Bookmark the thread. It'll be much easier to access if it's bookmarked, okay?

Rule 12: Enjoy yourself! If you feel like the game is going a little slow, then PM me, and I'll see what I can do.
PostPosted: Tue Jul 17, 2007 2:16 am


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Character Creation


Creating characters in Storytelling is a simple six-step process. Just follow the guidelines, and you'll have a fresh character in no time.

1. Choose background. First, create your character's concept. To help get a handle on your character's identity and motivations, come up with a short, two- or three-word description of him/her. This usually, but not always, includes some idea of a career: "nightstalking journalist," "stoic mechanic," "lost waif," "petulant yuppie," and "angry young man" are some.

Second, a character will choose a faction; however, this does not apply to mortals. This will be explained later as player characters become supernatural beings.

2. Select Attributes, your character's innate capabilities: Prioritize the three categories (5/4/3). Your character begins with one score in each Attribute automatically, already filled in on the character sheet. Points spent now are in addition to these starting ones. The fifth score in any Attribute costs two dots to purchase.

Example: Olson wants his character to have a Dexterity of 5. This costs him five points. His first one is free and his fifth one costs two.

Mental Attributes: Intelligence, Wits, Resolve

Physical Attributes: Strength, Dexterity, Stamina

Social Attributes: Presence, Manipulation, Composure

Example: Stacy's character is a "seductive track star" so she decides to make Physical the primary cateragory; therefore, she spreads the points among the three Attributes. Now, her character has Strength 2, Dexterity 3, and Stamina 3. Next, she decides Social will be secondary. Now, her character has Presence 2, Manipulation 4, and Composure 1. Finally, Mental is left. She spreads the points evenly so her character has Intelligence 2, Wits 2, and Resolve 2.

For more information, PM me.

3. Select Skills, your character's learned capabilities: Prioritize the three catergories (11/7/4), respectively in accordance to how you prioritized your Attributes. The fifth dot in any Skill costs two points to purchase. For more information, PM me.

Mental Skills: Academics (Anthropology, Art, English, History, Law, Religion, Research); Computer (Artificial Intelligence, Data Retrieval, Graphics, Hacking, Internet); Crafts (Automobiles, Aircraft, Forging, Jury-Rigging, Sculpting, Sewing); Investigation (Artifacts, Body Language, Crime Scenes, Cryptography, Dreams, Autopsy Diagnoses, Puzzles, Riddles, Scientific Experiments); Medicine (Emergency Care, Pathology, Pharmaceuticals, Physical Therapy, Surgery); Occult (Cultural Beliefs, Ghosts, Magick, Monsters, Superstitions, Witchcraft); Politics (Bribery, Elections, Federal, Local, State, Scandals); Science (Biology, Chemistry, Geology, Metallurgy, Physics)

Physical Skills: Athletics (Acrobats, Climbing, Kayaking, Long-Distance Running, Sprinting, Swimming, Throwing); Brawl (Blocking, Boxing, Dirty Tricks, Grappling, Kung Fu, Throws); Drive (High-Performance Cars, Motorcycles, Off-Road, Pursuit, Shaking Tails, Stunts); Firearms (Autofire, Bow, Pistol, Rifle, Shotgun, Sniping, Trick Shot); Larceny (Concealing Stolen Goods, Lockpicking, Pickpocketing, Security Systems, Safecracking); Stealth (Camouflage, Crowds, Moving in the Darkness, Moving in the Woods); Survival (Foraging, Navigation, Meteorology, Shelter); Weaponry (Improvised Weapons, Knives, Swords)

Social Skills: Animal Ken (Animal Needs, Imminent Attack, Specific Kind of Animal, Training); Empathy (Emotion, Lies, Motives, Personalities); [removed](Classical Dance, Drama, Exposes, Musical Instruments, Newspaper Articles, Speeches); Intimidation (Bluster, Physical Threats, Stare-Downs, Torture, Veiled Threats); Persuasion (Fast-Talking, Inspiring Troops, Motivational Speeches, Sales Pitches, Seduction); Socialize (Bar Hopping, Dress Balls, Formal Events, Frat Parties, State Dinners); Streetwise (Black Market, Gangs, Rumors, Undercover Operations); Subterfuge (Con Jobs, Hiding Emotions, Lying, Misdirection, Spotting Lies)

4. Select Skill Specialties, your character's focused areas of expertise: Take three Skill Specialties of your choice. You can assign each how you like, whether each to a separate Skill or all three to a single Skill. There is no limit to how many Specialties can be assigned to a single Skill. All Skill Specialties are in parentheses () in rule 3. For more information, PM me.

5. Determine advantages, traits derived from your character's Attributes: Defense (the lowest of Dexterity or Wits), Health (Stamina + Size), Initiative (Dexterity + Composure), Morality (7 for starting characters), Size (5 for most humans), Speed (Strength + Dexterity + 5), Willpower (Resolve + Composure), and Virtue/Vice (choose one of each; listed below). For more information, PM me.

Note: Most advantages cannot be raised directly through experience points. You must instead raise the traits from which they are derived. (Morality is the exception.)

Virtues and Vices

Choose one of each. For more information, PM me.

Virtues: Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance

Vices: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath

6. Select Merits, representing character enhancements and background elements: Spend 7 points on Merits. The fifth dot in any Merit costs two points to purchase. Note that many Merits have prequisites, and they will be noted with an asterisk (*). And Merits with (**) are only available at character creation only. For more information, PM me.

Merits

Mental Merits: Common Sense (4)**, Danger Sense (2), Eidetic Memory (2)**, Encyclopedic Knowledge (4)**, Holistic Awareness (3), Language (1 to 3), Meditative Mind (1), Unseen Sense (3)*

Physical Merits: Ambidextrous (3)**, Brawling Dodge (1)*, Direction Sense (1), Disarm (2)*, Fast Reflexes (1 or 2)*, Fighting Finesse (2)*, Fighting Style: Boxing (1 to 5)*, Fighting Style: Kung Fu (1 to 5)*, Fighting Style: Two Weapons (1 to 4)*, Fleet of Foot (1 to 3)*, Fresh Start (1)*, Giant (4)**, Gunslinger (3)*, Iron Stamina (1 to 3)*, Iron Stomach (2)*, Natural Immunity (1)*, Quick Draw (1)*, Quick Healer (4)*, Strong Back (1)*, Strong Lungs (3)*, Stunt Driver (3)*, Toxin Resistance (2)*, Weaponry Dodge (1)*

Social Merits: Allies (1 to 5), Barfly (1), Contacts (1 to 5), Fame (1 to 3), Inspiring (4)*, Mentor (1 to 5), Resources (1 to 5), Retainer (1 to 5), Status (1 to 5)*, Striking Looks (2 or 4)

Final Touches

To round out details on your character sheet, fill in the name of the chronicle in which your character will participate (provided by the Storyteller--hint: it's the name of the topic), and the name of his group of caompanions (if any). Finally, list any equipment he carries. He is now ready to confront whatever fate awaits him in the World of Darkness.

Sample Character Sheet

Sample

Antonio Rivera, "Stoic Police Officer"

Player: SET
Age: 42
Height: 6' 1"
Weight: 175 lbs.
Eyes: Hazel, Almost Golden
Hair: Cropped Jet Black
Skin: Dark Tan
Race: Human
Attributes: Intelligence 3, Wits 3, Resolve 3, Strength 3, Dexterity 3, Stamina 3, Presence 2, Manipulation 2, Composure 4
Skills*: Academics (Criminology) 3, Athletics 2, Brawl 2, Computer 1, Drive 3, Empathy 2, Firearms 3, Intimidation 2, Investigation (Crime Scenes) 3, Larceny 2, Medicine 1, Stealth 1, Streetwise 3, Subterfuge 2, Weaponry 2
Merits: Allies 2, Fast Reflexes 2, Status 2, Stunt Driver 1
Willpower: 7
Morality: 7
Virtue: Justice
Vice: Wrath
Initiative: 7 (9 with Fast Reflexes)
Defense: 3
Speed: 11
Health: 8
Background: Antonio has served on the force for several years now. Approaching his fifties now, he believes that retirement may be an option soon, but until then, he'll relinquish his sense of justice. Although he may have a temper at times (sometimes for the most trivial things), "Toni" is a caring person who likes to help those in need. Usually in a state of thought, he always appears to have a stoic expression, one that may put many on edge. He lives currently with his lovely wife, Marilyn in the LA suburbs, where he is greeted after everyday of hard work with a warm smile and a hearty meal. Sadly, though, Toni has his secrets, as well. Currently, he is "talking" with a younger, more suculent woman by the name of Valerie, who is a small-time model for the somewhat popular magazine, Chocolate! They have only been seeing each other for a few months, but Valerie draws Toni like a moth to the flame. It may be only a matter of time before their affair ruins everything else...
Desired Race: Vampire


* All Skills were not listed. Only skills that you have a score in should be listed to save time and space.

Blank Character Sheet


To use the blank character sheet, just copy and paste into a post, fill out the form, and then submit.

[size=18][align=right][(Name Here), (Character Concept Here)][/align][/size]

[b]Player[/b]: (Your Gaia username)
[b]Age[/b]: (Not everyone is young.)
[b]Height[/b]: (Not everyone is tall.)
[b]Weight[/b]: (Not everyone is skinny.)
[b]Eyes[/b]: (Anything other than natural colors, I'll assume contacts.)
[b]Hair[/b]: (Include hairstyle and color)
[b]Skin[/b]: (Anything from light to dark will do)
[b]Race[/b]: (All beginning characters are human)
[b]Attributes[/b]: (List above)
[b]Skills[/b]: (Listed above)
[b]Merits[/b]: (Listed above)
[b]Willpower[/b]: (Resolve + Composure)
[b]Morality[/b]: (All new characters start at 7)
[b]Virtue[/b]: (Listed above)
[b]Vice[/b]: (Listed above)
[b]Initiative[/b]: (Dexterity + Composure)
[b]Defense[/b]: (Lowest of Wits or Dexterity)
[b]Size[/b]: (All characters start with 5 unless you have gained the Giant Merit)
[b]Speed[/b]: (Strength + Dexterity + 5)
[b]Health[/b]: (Stamina + Size)
[b]Background[/b]: (Nothing TOO tragic, all right. Background may explain family ties and relationships, too. May also explain affiliations and other important information.)
[b]Desired Race[/b]: (Pretty self-explanatory)


Accepted Characters


Accepted
[Jem J. Lindsbury, "Secretive, Aloof Librarian"]


Player: [.chiaroscuro.] (Chi)
Age: 28
Height: 5'5"
Weight: 139lbs
Eyes: Faded Blue-Green
Hair: Neck-Length, Center-Parted, Layered Black-Brown
Skin: Mildly Tanned
Race: Human
Attributes: Intelligence 3, Wits 3, Resolve 2; Manipulation 2, Composure 3, Presence 2; Stamina 2, Dexterity 3, Strength 1
Skills: Academics 3, Investigation 1, Computer 2, Medicine 2, Occult 1, Crafts (Sewing) 2; Empathy (Lies) 2, Subterfuge 3, Streetwise 1, Expression 1; Athletics (Long-Distance Running) 2, Survival 1, Stealth 1.
Merits: Eidetic Memory 2, Direction Sense 1, Encyclopedic Knowledge 4
Willpower: 5
Morality 7
Virtue: Prudence
Vice: Lust
Initiative: 6
Defense: 3
Size: 5
Speed: 9
Health: 7
Background: Jem lead a normal, quiet childhood in suburbia, keeping in touch with both of her divorced parents regularly. She ran track in both middle and high-school, specializing in running rather than jumping and pole-vaulting. She didn't like relays, because the idea of losing because someone else on your team wasn't fast enough appalled her. Jem enjoyed living a loner's life: having no peers meant no peer pressure, and thus she has been a successful teetotaler with abstinence to every addictive substance under the sun, save the occasional indulgence in chocolate. She is not an avid sewer anymore, but her grandmother taught her the basics: How to sew up a tear and run a machine, and how to crochet your own socks. She was very close with her grandmother before she died of natural causes.

She realized in her teenage years that the edited, tested-for-ratings knowledge being spoon-fed to her by way of national broadcast was not what she wanted to resign her life to, so Jem allowed herself to study the world as much as possible and retains an open mind to this day. Her photographic memory is quite useful for this task, but is sometimes foggy: I.E. She remembers what table, the general area of the page of a book, and the layout of that page, but the context of the words are sometimes beyond her. She can also remember pictures better than words. Her job at the library has left her with endless time at which to study and read at leisure, a pastime which she indulges in regularly.

She doesn't really consider anyone her 'friend', but she does get along with a few people. Jem's distance was not put in place by any sort of occurrence, she simply observed the rocky, tear-stained relationships with her acquaintances and parents and decided that love and attachments were just not for her. Because of her caution, she usually avoids things such as parties and other social events. She has taken a few self-defense classes, but has found that the movements involved in such were quite strange and fairly impractical and has been looking into a different style of defense in case her distrust in just about everyone proves to be accurate. She has had little regrets in her life until now, when she hears of her co-workers talking of marriage and happiness...

Desired Race: Changeling, Werewolf or Mage


Accepted
[Gary McCulough, "Dedicated Catholic"]


Player: SET
Age: 43
Height: 5' 6"
Weight: 120 lbs.
Eyes: Greyish-Blue
Hair: Straight, Cropped Platinum Blonde
Skin: Light Tan
Race: Human
Attributes: Intelligence 3, Wits 2, Resolve 3; Strength 2, Dexterity 2, Stamina 2; Presence 1, Manipulation 1, Composure 4
Skills: Academics (Religion) 5, Crafts 3, Occult (Witchcraft) 3; Athletics 3, Firearms 1, Larceny 1, Survival 2; Intimidation 2, Persuasion 2
Merits: Common Sense 4, Meditative Mind 1, Language: German 2
Willpower: 7
Morality: 7
Virtue: Faith
Vice: Gluttony
Initiative: 6
Defense: 2
Size: 5
Speed: 9
Health: 7
Background: Gary knows what it's like to be at the bottom. He remembers what it's like to sell your friends and families out for drugs, what it's like to get that ultimate, and what it's like to die because of it. Gary used to be a heroine addict a few years back. This was the addiction that caused the loss of his house, wife, children--basically everything he had! He sold it all for his own selfish gluttony, his own sick NEED! Eventually, Gary OD'ed, having a seizure that caused him to die in the hospital.

Then, Gary saw the light, the one at the end of the tunnel that everyone seems to talk about. He came back that day, too, vowing to give up his addiction for a better life. He decided to start over, start fresh. That's when he found religion. Finding God was the path to happiness, the path to everything good! From that day forward, Gary dedicated himself to the Catholic religion, initiating himself within its ethics and codes. He rigorously studied religion, becoming a great theologist.

Through his studies of religion and theology, he came across the phenomenon of Witchcraft, which he immediately took a great interest in. He learned the rituals, the spells, and many other things that come with this neo-religion. Naturally, he still commited himself to one Ultimate being, one diety; therefore creating his own secret "cafe religion." Knowing that others would not approve of this discovery, he secretly devouts himself to Church and its community while practicing Witchcraft in secrecy, lest there be another Inquisition.

Gary is a kind man, understanding the tribulations of addictions and hard times. He is cold to laziness, believing that only those who are dedicated are fit to survive. Those few that work hard are the ones who overcome the obstacles of life and the many conflicts it brings.

Gary is also a mentor through the NA and AA programs, helping those that wish to better their life and ultimately themselves. He pities the lost souls that wonder through life, confused and tormented, and he raises his hands against all evils. He is a paladin of good, one with a secret life that could ruin his life and faith if he is not wary and careful. He can only hope that his charade may last him for the rest of his life, always fearing curious eyes that may not even be their.

Desired Race: Human


Accepted
[Trevor, "Punk"]


Player: JackthePunk
Age: 21
Height: Average
Weight: Average
Eyes: Brown
Hair: Red Mohawk
Skin: Light
Race: Human
Attributes: Intelligence 3, Wits 2, Resolve 1; Strength 4, Dexterity 2, Stamina 2; Presence 3, Manipulation 2, Composure 2
Skills: Athletics 3, Brawl 3, Weaponry (Improvised Weapons) 3, Drive (Motorcycles) 2; Expression 3, Streetwise 1, Intimidation 3; Computer (Hacking) 3, Crafts 1
Merits: Fighting Style: Boxing 3, Fame 1, Resources 2, Natural Immunity 1
Willpower: 3
Morality: 7
Virtue: Hope
Vice: Wrath
Initiative: 4
Defense: 2
Size: 5
Speed: 11
Health: 7
Background: Son of a Brazilian family, Trevor was a shy kid trough his childhood, until the day his brother, John, showed him a Ramones album. From this day he pursued the path of the Punks, sniffing glue and buying cigarettes with the money his parents gave him for school. He formed a band called "Lost Little Boys In A Radioactive Pool", but it disbanded after 4 years of hard work, HIS hard work. Now, he's looking for some comfort in any bar he can find, hoping to find some direction in life.

He currently lives with his cat, Vicious, in a small apartment his parents bought for him.

Desired Race: Werewolf


Accepted
[Rikk Cochran, "Truthseeking Reporter"]


Player: Galvorte
Age: 25
Height: 5'11"
Weight: 150lb
Eyes: Green
Hair: Red-Brown
Skin: Fair
Race: Human
Attributes: Strength 2, Dexterity 3, Stamina 1; Presence 2, Manipulation 4, Composure 1; Intelligence 3, Wits 4, Resolve 1
Skills: Mental: Academics (Research) (3), Computers (1), Craft (Drawing) (1), Investigation (Journalism) (4), Politics (1), Science (1); Physical: Drive (2), Firearms (2); Social: [removed](2), Persuasion (2), Socialize (1), Subterfuge (2).
Merits: Eidetic Memory 2; Encylopedic Knowledge 4; Contacts 1
Willpower: 2
Morality: 7
Virtue: Faith
Vice: Pride
Initiative: 4
Defense: 3
Size: 5
Speed: 10
Health: 6
Background: The only child of two older, religious, but socially liberal parents, Rikk prefered mental persuits to physical ones as a child. He didn't interact with his peers to any great degree in hi youth, though neither was he a social outcast -- he simply spent most of his time reading and engaging in other solitary pursuits. Somewhat to the dismay of his parents, he developed an interest in weapons, filling his head with trivia about different sorts, and eventually being allowed to make visits to a shooting range. For the most part, his interest passed, but he still enjoys marksmanship as a hobby.

Another fixation of his was Science Fiction. Fantasy as well, but mostly Science Fiction. He caught the bug in his early teens, and quickly became a fanatic. His parents worried that his obession would cause him to exchange his faith in God for faith in Humanity's ability to do it on their own, to create a perfect, and often aethistic, future; that there would be a place for Science in his heart, but no place for God. And indeed, after some time, he did start to question his faith. He knew he believed in something, but he wasn't quite sure what he believed in.

And in due course he went to college, uncertain exactly what he would study, knowing only that he loved knowledge for it's own sake, and that he wanted more of it. He considered writing, anthropology, science (though he had no idea which one), history, and more, finding many that he enjoyed, but none that he wanted to devote his life to. And then, in his second year, while taking a journalism class to see if it held any interest for him, he had an epiphany. The world he lived in, it seemed to him, was not what it should be. By both the standards of his parent's religion and the utopian science fiction stories he liked, the real world was greatly lacking. But both the faiths in his life seemed to say that the world could and should be better. And it was his mission in life to make things better.

In college, he had begun to discover great social skills that he had never known he possessed. He could best make the world what it should be with his words. He considered politics to corrupt in its current state to become directly involved in them -- and after reading about some of the great reporters that had exposed corruption in their time for a homework assignment in his journalism class, he finally realized what his vocation must be.

But, after a few years, having graduated and gotten some actual experience in the business, he has started to become disillusioned with that, too. It is not so easy as he thought it would be, and sometimes it seems as though journalism, in addition to often pandering to the masses and the lowest common denominator, was almost as corrupt politics. His resolve was near depleted when he was hired by a local independent paper that did its best to hold itself to the high standards of journalism he believed in . . . even if it was sometimes regarded as slightly odd. Some of the editors just had some rather eccentric qualities, he told himself, and liked to run stories on rather offbeat subject from time to time. But he began to encounter evidence that perhaps they weren't so crazy . . . or maybe he himself was just as crazy as they. But even so, he's been hearing rumors of the supernatural, which is something he has no knowledge about . . . and he'd like to have some knowledge.

One thing is sure, though: if he's to make it, both in the everyday -- but still potentially deadly -- world of investigative media, and in this new rumored supernatural world . . . he'd better hope that he has a hidden inner strength and resolve that will emerge when needed most, just like his social talents emerged in college.

Desired Race: Possibly Mage or Vampire . . . or maybe just Human.


Accepted

[Galvin Arthos, Paranormal Investigator]


Player: Luminatus
Age: 34
Height: 5'7"
Weight: 115lbs
Eyes: Deep Blue
Hair: Short, Clean Cut, Dirty Blonde
Skin: Borderline Pale
Race: Human
Attributes:
Mental: Physical: Social:
Intelligence: 3 Strength: 2 Presence: 2
Wits: 3 Dexterity: 2 Manipulation: 2
Resolve: 2 Stamina: 2 Composure: 3
Skills:
Mental: Physical: Social:
Academics: 1 Athletics: 2 Animal Ken: 1
Computer: 1 Brawl: Empathy: 2
Craft: Drive: Expression: 2
Investigation: 3 Firearms: Intimidation:
Medicine: Larceny: 1 Persuasion:
Occult: 4 Stealth: 1 Socialize: 1
Politics: Survival: Streetwise: 1
Science: 2 Weaponry: Subterfuge:
Merits:
Danger Sense (2)
Contacts (1)
Resources (1)
Unseen Sense (3)
Willpower: 5
Morality: 7
Virtue: Prudence
Vice: Pride
Initiative: 5
Defense: 2
Size: 5
Speed: 9
Health: 7
Background: Galvin was an only child. He was never very good at sports or gym or anything like that. But he could always find lost items around the house. He claimed that there was someone helpin him find these things, but no one was ever seen near him.

As he grew older, Galvin gained interest in the paranormal. Events that occured that did not have a rational explination. He didn't put his trust fully in god nor in science but something in between.

He became a renowned theologist and study of Pagan religions. He enjoys spending time with the religions of Earth and learned many things from the shamans of the world.

Galvin tried wrighting a book but it never got accepted or published. Undetered he continued on and began studying so called 'hauntings' and supernatural phenomenon. He had almost began to lose hope when he found a case that seemed most promising.

He packed his things away and moved.

Desired Race: Any


Experience Points Costs


Trait--Experience Point Cost

Attribute--New scores x 5
Skill--New scores x 3
Skill Speciality--3 points
Merit--New scores x 2
Morality--New scores x 3

Note that when you spend experience points and want to go up more than one dot in a trait, you nned to pay for all the intervening levels. That is, if you go from 3 to 5 in an Attribute, it costs you 45 experience points (20 to go from 3 to 4, plus 25 to go from 4 to 5).

The Seasick Sailor

Benevolent Lunatic

7,850 Points
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The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100
PostPosted: Tue Jul 17, 2007 2:17 am


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Glossary


This is a glossary of general Storytelling System terms used throughout this book. These explanations will help you understand the rules that folllow. It does not include entries for all traits (the qualifiers used to help define your character) used in the game. For any of those, PM any questions or for details.

Italics denote a word with a seperate glossary entry. Once again, PM for more details.

10 Again: A result of 10 on any die is re-roled in an attempt to achieve more successes. A further rusult of 10 on a re-rolled die is rolled yet again, over and over, until no more 10's are rolled.

action: a tast that takes all of a character's time and attention. Storytelling measure instant actions (one to three seconds, taking place within a single turn) and extended actions, taking longer (duraton determined by the Storyteller). Also, there are reflexive actions, which take no time and do not prevent a character from performing another action within a turn, and contested actions, in which two or more characters compete in a task or for a single goal.

advantage: A character trait such as Health or Willpower that usually represents abilites derived from other traits. Advantages are measure by score and sometimes in points.

aggravated (damage): A damage point that inflicts grievous or supernatural wounds. Vampires suffer aggravated damage from fire; werewolves suffer it from silver. Mortals might suffer aggravated damge from a dire supernatural power such as a lightning bolt summoned from the sky by a witch. Aggravated wounds normally heal at a rate of one point per week.

Attribute: A character trait representing innate carpabilities, Mental, Physical, and Social. An attribute is added to a Skill (or another Attribute in certain cases) to determine your basic dice pool for a task.

bashing (damage): A damage point that inflicts a blunt or bruising wound, such as from a fist or a baseball bat. Bashing wounds normally heal at a rate of one point per 15 minutes.

chance roll: Whenever modifiers reduce your dice pool to zero or fewer dice, you may make a chance roll on a single die. Unlike a normal dice roll, a chance roll succeeds only on a result of 10. Worse, a result of 1 causes a dramatic failure.

close combat: Attacks that involve hand-to-hand or weapon fighting. Such attacks use the Strength Attribute for their dice pools. Characters gain their Defense against close-combat attacks.

contested action: Two or more characters compete in a task of roa single goal. The one who gets the most successes wins. Contested actions can be instant or extended actions.

damage: The points inflicted against a character's Health or an object's Structure, rated as bashing, lethal or aggravated damage. One point of damage inflicts one wound.

Defense: An advantage trait determined by taking the lowest of Dexterity or Wits. Characters can penalize a close combat opponent's accuracy by subtracting their Defense from his dice pool.

degeneration: Characters who wilate their ethics lower their Morality score. Degeneration can cause a character to acquire a derangement.

derangement: Characters whose Morality scores are lost through degeneration or who suffer horrible psychological trauma can acquire a derangement. Some derangements are classified as "mild," meaning they hinder the character mainly by plaguing his conscience. Others are "severe," often cases of clinical insanity. Derangements caused by degeneration can be healed by resotring a lost Morality score.

dice: The Storytelling System uses 10-sided dice to represent the element of chance. Dice are collected to form a character's dice pool for an action.

dice pool: The number of dice rolled to determine failure or success (and the degree of success) for a character's action. Dice pools are usually determined by adding an Attribute to a Skill, plus any relevant equipment and/or modifiers.

dramatic failure: A result of 1 on a chance roll causes a dramatic failure, a catastrophe worse than a normal failure. The character's gun might jam or he might wind up shooting a friend by accident. The Storyteller determines and describes the result.

Durability: A trait representing an object's hardness, based on the material from which it is made (wood has less Durability than metal). Durability is measured by score. An attack's damage must exceed Durability before the object is harmed.

equipment: Characters can imporve their chances of succeeding in a task by using the right equipment. This benefit is represeted by modifiers to the dice pool, depending on the equipment used and its quality.

exceptional success: Whenever five or more successes are rolled, the character achieves an exceptional success. This achievement sometimes provides an extra perk over and above the ffect of having multiple successes. For example, a character who gains five successes on a fast-talk roll might allay the target's suspicions enough that he believes anything the character says for the ramaining scene.

experience points: Points awarded by the Storyteller at the end of a game sessin and story, used to purchase new traits or to boost the score of existing traits. See post IV for costs.

extended action: A task that takes time to accomplish. Players roll to accumulate successes during phases of the task, succeeding once they have acquired the needed total.

failure: A dice roll that yields no successes is a failure--the character does not succeed at his tak.

Health: An advantage trait, determined by adding Stamina + Size. Health is measure by score and points. (See also Wound.)

Initiative: An advantage trait representing the character's ability to respond to sudden surprise, determined by adding Dexterity + Composure. A character's Initiative helps him get a high standing in the Initiative roster.

Initiative roster: The list that determines when each character can perform an action within a turn. For each character who is not surprised, a player rolls a die and adds his character's Initiative to the result. Whoever gets the highest number acts first, followed by the character with the next highest, and so on until everyone who can act has acted that turn. Initiative is usually rolled once per encounter, but the Storyteller can decide to re-roll it each turn.

instant action: A task that takes place within a single turn. A character can perform only one action per turn, unless he has a Merit or power that lets him do otherwise.

lethal (damage): A damage point that inflicts a sharp, slashing or piercing wound, such as from a knife or bullet. Lethal wounds normally heal at a rate of one point per two days.

Merit: A character trait representing enhancements or elements of a character's background, such as his allies or influence. Merits are measure by score, but are not always used to determine dice pools. Instead, they represent increasing degrees of quality or quantity concerning their subject.

modifiers: Dice pools are often modified by a number of factors, from bonuses (adding dice) for equipment or ideal conditions to penalties (subtracting dice) for poor conditions.

Morality: An advantage trait representing a character's moral, ethical and even psychological standing and wellbeing. Morality is measure by score, which can be lost to degeneration by performing unethical or criminal acts.

point: A trait expended to gain certain effects, such as a Willpower point or a measurement of damage or Health. The amount of points available to spend is equal to the parent trait's score. Spent points are regained over time or through certain actions.

reflexive action: An instinctual task that takes no appreciable time, such as reacting to surprise or noticing something out of the corner of your eye. Performing a reflexive action does not prevent a character from performing another action within a turn.

ranged combat: An attack that sends a projectile of some sort at a target, whether it's a bullet from a gun or a knife from a hand. Such attacks use the Dexterity Attribute for their dice pools. Characters' Defense cannot normally be used against firearm attacks, although targets can penalize an opponent's accuracy by going prone or taking cover.

Resistance: Characters can resist others' attempts to socially sway them, physically grapple them or even mentally dominate them. Whenever applying such resistance requires a character's full attention, it is performed as a contested action, but more often it is a reflexive action, allowing the target to also perform an action that turn.

scene: A division of time based on drama, such as the end of one plot point and the beginning of another. Whenever a character leaves a location where a dramatic event has occurred, or when a combat has ended, the current scene usually ends and the next one begins.

score: The incremental measurement of a permanent trait. Most traits range from 1 to 5, but some (such as Willpower) range from 1 to 10, and others (Health) can go higher.

Skill: A character trait representing learned ability or knowledge. Added to an Attribute to determine a character's basic dice pool for a task.

Specialty: An area of Skill expertise in which a character excels. Whenever a Specialty applies to a character's task, one die is added to his player's dice pool. There's no limit to the number of Specialties that you can assign to a single Skill.

Storyteller: An area of Skill expertise in which a character excels. Whenever a Specialty applies to a character's task, one die is added to his player's dice pool. Ther's no limit to the number of Specialties that you can assign to a single Skill.

Structure: A trait representing an object's integrity, determined by adding Durability and Size. Structure is measured by score, which can be lost due to damage. Unlike the wounds of a living creature, an object does not heal damaged Structure; it must be repaired.

success: Each die that rolls an 8, 9, or 10 yields one success. (Exception: A chance roll must produce a 10 to succeed.) In an instant action, a player must roll at least one success for his character to accomplish a task. In an extended action, the number of successes required (accumulated over a series of rolls) depends on the task. In an attack roll, each success produces one point of damage.

troupe: Your gaming group of friends.

turn: A three-second period of time. Instant actions are observed in turns. Combat (a series of instant actions) is observed n consecutive turns as each combatant tries to overcome opponents.

wound: A marked Health point, denoting an injury from damage. Scroing from right to left: aggravated, lethal, bashing. Total health score comes at the end. (Example: 1/3/2/8--1 aggravated, 3 lethal, and 2 bashing. The character has a total Health score of 8. Or maybe 5/1--5 lethal and one bashing. Usually, you shouldn't worry about the Health scores, I'll keep tabs on those.)
PostPosted: Tue Jul 17, 2007 2:17 am


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Roll and Trait Summary


Now that you 've seen the basics of the Storytelling System, the following summary puts many of the game's rolls and actions in one place for easy reference during play. Don't try to understand all this information right now. It really only makes sense once you've read the rest of the book. Then you can come back here to pick out what you need when you need it.

Animal Training: Composure + Animal Ken + equipment (trainer) versus Stamina + Resolve (animal); extended and contested action (the task demands a number of successes equal to the animal's Willpower; each roll represents one day of training.)

Bypass Security System: Dexterity + Larceny + equipment; extended action (5-15 successes, depending on the complexity of the system; each roll represents a turn--three seconds--of work.)

Carousing: Manipulation + Socialize + equipment (carouser) versus Composure + Empathy (subject); extended and contested action (the task requires a number the character's acquaintances; one roll equals one hour of carrying on.)

Catching Objects: Dexterity + Athletics; instant action of item is thrown to receiver, contested if it's thrown at reciever and Defense doesn't apply.

Climbing: Strength + Athletics + equipment; instant or extended action (one success is required per 10 feet of height; each roll represents one minute of climbing.)

Close Combat, Armed: Strength + Weaponry, minus target's Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.

Close Combat, Unarmed: Strength + Brawl, minus target's Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.

Create Art: Intelligence + Crafts + equipment; extended action (4-15+ successes; one roll equals 30 minutes of work.)

Defense: Lowest of Wits or Dexterity; reflexive action to use.

Degeneration: Roll number of dice associated with sin performed. If roll fails, Morality drops by one. Roll new Morality trait as a dice pool. If no successes are rolled, a derangement is incurred.

Disguise: Wits + Subterfuge + equipment (impersonator) versus Wits + Subterfuge (subject); contested action.

Dodge: Double target's Defense; costs action for turn.

Examining a Crime Scene: Wits + Investigation + equipment; extended action (3-10+ successes; one roll represents 10 minutes of activity.)

Explosives: Dexterity + Athletics (thrown) or Intelligence + Science (triggered); instant action.

Fast-talk: Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject); contested action.

Fatigue: Stamina + Resolve rolls to remain awake; reflexive action.

Foot Chase: Stamina + Athletics + equipment versus Stamina + Athletics + equipment; extended and contested action (each roll represents one turn of running.)

Foraging for Sustenance: Wits + Survival + equipment; extended action (five successes required; one roll represents one hour of searching.)

Grapple: Roll Strength + Brawl - opponent's Defense for attacker to get a grip on target; roll Strength + Brawl - opponent's Strength to perform an overpowering maneuver or to break free; instant action.

Hacking: Intelligence + Computer + equipment versus Intelligence + Computer + equipment; extended and contested action (5-10+ successes; each success represents 30 minutes of programming.)

Healing Wounds: Dexterity or Intelligence + Medicine + equipment; extended action (one success is required per Health point of damage suffered; each roll represents one minute of work (first aid) or one hour of work (hospital treatment.))

Health: Stamina + Size

Holding Breath: Reflexive action

Initiative: Dexterity + Composure + a die.

Interrogation: Wits + Intimidation +equipment (interrogator) versus Stamina + Resolve (subject); extended and contested action (the task demands a number of successes equal to the subject's Willpower; each roll represents one hour of interrogation.)

Jumping: Strength + Athletics + equipment; instant action.

Lifting/Moving Objects: Strength (+Stamina); instant action.

Lockpicking: Dexterity + Larceny + equipment; instant or extended action (2-12 successes required, depending on the sophistication of the lock; one roll represents one turn--three seconds--of work.)

Meditation: Composure + Wits + equipment; extended action (4 successes; one roll represents 30 minutes.)

Memorizing and Remembering: Intelligence + Composure; reflexive action.

Object's Structure: Durability + Size.

Oratory: Presence + Persuasion + equipment versus highest Resolve + Compsure of audience; contested action.

Perception: Wits + Composure of audience; contested action.

Ranged Combat, Guns and Bows: Dexterity + Firearms, minus target's armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.

Ranged Combat, Thrown Weapons: Dexterity + Athletics, minus target's Defense and armor; instant action. Add bonus dice based on weaon used or effect performed, and then subract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.

Remaining Conscious: Last Health score is filled with a bashing wound, roll Stamina each turn to remain conscious (-3 wound penalty does not apply to roll); reflexive action.

Repair Item: Dexterity + Crafts + equipment; extended action (4-10 successes; one roll equals 30 minutes of work.)

Research: Intelligence + Academics + equipment; extended action (3-10+ successes; each roll represents 30 minutes of research.)

Resisting Coercion: Resolve + Wits or Resolve + Stamina; reflexive action.

Resisting Poison or Disease: Stamina + Resolve; reflexive and potentially extended and/or contested action.

Seduction: Presence + Persuasion + equipment or Manipulation + Persuasion + equipment (seducer) versus Wits + Composure + equipment (subject); contested and/or extended action (the extended and contested part of the task requires a number of successes equal to double the suducer's Presence or doulbe the subject's Resolve; one roll equals 10 minutes of banter.)

Shadow Stealthily: Wits + Stealth + equipment (shadow) versus Wits + Composure + equipment (subject); contested action.

Size: Base value of 5 for adult human.

Sleight of Hand: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny; contested action.

Solving Enigmas: Intelligence + Investigation + equipment; instant or extended action (3-10+ successes; one roll represents one hour of activity.)

Speed: Strength + Dexterity + Species factor (5 for adult human, 3 for a child.)

Surprise: Wits + Composure; reflexive action.

Throwing: Range: Strength + Dexterity + Athletics, minus the object's Size (short range) for a non-aerodynamic object; double distances for an aerodynamic one. Accuracy: Dexterity + Athletics + equipment; instant action.

Vehicle Control: Dexterity + Drive + Handling; instant action.

Vehicle Pursuit: Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling; extended and contested action (each roll represents one turn of driving.)

Vehicle Ramming: Dexterity + Drive + Handling to hit; instant action. Vehicle's Size rating as a pool of its own, with a +1 bonus for each full 10 mph traveled to determine damage.

Vehicle Tailing: Wits + Drive + vehicle Handling (tail) versus Wits + Composure + equipment (subject); contested action.

Willpower: Resolve + Composure; reflexive action. Spending Willpwer adds three dice to a roll or +2 to a single Resistance trait such as Stamina, Resole, Composure or Defense in one instance.

Working the Black Market: Manipulation + Streetwise + equipment; extended action (2-10 success; each roll represents one day of searching the street.)

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100
PostPosted: Tue Jul 17, 2007 2:19 am


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FAQ


[[Unfortunately, no one has asked any questions...]]
PostPosted: Tue Jul 17, 2007 2:20 am


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The Story So Far...


Jem has closed the library for the night. As she sits down to read her current book, she hears breathing from somewhere...

Jack decides to ignore his brother and call the girl from ealier.

Rikko now sits in a starch-white living room with an odd, black door at the other end.

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100
PostPosted: Tue Jul 17, 2007 10:59 am


Wow, I've updated quite a bit. I can't wait to get this game up and running. It'll be awesome!!
PostPosted: Tue Jul 17, 2007 12:47 pm


Apparently, a few people want to be Vampires. Damn, and I was hoping for a little different flavor--but... I guess that's okay. Hahaha, Vampires are easy to work with. heart

The Seasick Sailor

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  • Lavish Tipper 200
  • Risky Lifestyle 100

The Seasick Sailor

Benevolent Lunatic

7,850 Points
  • Threadmaster 200
  • Lavish Tipper 200
  • Risky Lifestyle 100
PostPosted: Tue Jul 17, 2007 1:31 pm


I think that I'll probably change the title. Peeking through the Veil is okay, but Shadows within Shadows, Lies within Lies sounds so much better.
PostPosted: Wed Jul 18, 2007 12:23 am


-sigh- No one wants to talk with me... I feel sad...

The Seasick Sailor

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Galvorte

PostPosted: Wed Jul 18, 2007 7:25 am


I'd be interested in joining -- you'll have to guide me some, though, as I've never played WoD before -- but I'd very much like to learn.
PostPosted: Wed Jul 18, 2007 8:12 am


I believe this game will be pretty cool.

joeyluxton

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