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Published by Chuck Thompson

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Published by: Chuck Thompson on Apr 27, 2011
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Chuck’s Basic Storyteller
& Vampires of the First City
CT Games ♦ Chuck Thompson ♦ August 2010
Version 0.5
Primary Traits:
Primary Traits are arranged or described by the player prior to the start of play. These traits may be increased later byspending experience points. Primary Traits include Attributes, Skills, and Merits.
Chuck’s Basic Storyteller features three different Attributes; Mental,
Physical, and Social. Attributes are rated between of 1 and 5 dots, with 1representing the human average. Determine
a character’s Attributes by
designating a Primary, Secondary, and Tertiary Attribute, and thenassigning 3, 2, and 1 dot respectively.
Mental Physical Social
In addition to Attributes there are nine Skills. Skills include Academics,Athletics, Empathy, Occult, Fighting, Persuasion, Sci/Tech, Subterfuge, andExpression.
Determine a character’s Skills by designating a Primary,
Secondary, and Tertiary Skill Group, and arranging 4, 2, and 1 dotrespectively. Adding a fourth or fifth dot grants a Skill Specialty, whichapplies a +1 bonus when using that Specialty.
*NOTE: Skills are more difficult to use untrained
Merits are special traits that give characters automaticadvantages in certain situations. Merits are rated between 1and 3 dots, with each dot representing the total number oftimes that Merit may be invoked per session. Merits replenishautomatically between sessions, and each character beginsplay with 2 points of Merits.
Research Herd
 Resources Retainer
Sixth Sense Status
Derived Traits:
Derived Traits are determined by the values of Primary Traits and may not be increased directly. Derived Traits includeDefense, Health, Initiative, Size, Speed, Willpower, and Humanity.
Defense, Initiative, Size and Speed:
Defense is the ability of a character to resist Wounds. Initiative
describes a character’s reaction speed. Size describes
a character’s
height and weight. Speed describes how fast a character movesrelative to other characters.
Average of Mental and Physical + Armor
Mental + Athletics
5 (Human Sized)
Physical + Athletics + 5
Health is equal to Physical + Size. Wounds are tracked fromleft to right, and may be Bashing, Lethal, or Aggravated innature. If the final Wound dealt is Bashing, the character fallsunconscious. If the final Wound dealt is Lethal or Aggravated,the character is dead. Characters suffer cumulative penaltiesto all Pools as their wounds increase. Human characters healat a rate of 1 Bashing per Day, 1 Lethal per Week, and 1Aggravated per Month.
 NOTE: Vampires are only killed by Aggravated Wounds
-- -- -- + + +
Uninjured Bashing (-1) Lethal (-2) Aggravated (-3)
Willpower is equal to ½ of current Humanity, rounded up,with a minimum of one. Willpower may be spent any timeduring a session to add +3 to a dice Pool. Willpower maybe replenished between sessions at a cost of oneexperience point.
Redeeming Virtue and Tragic Flaw:
Characters are defined by their Redeeming Virtues andTragic Flaws. During a scene, a character may invokeeither to regain spent Willpower. The GM will be the finalarbiter of whether Willpower is recovered and how much.Each character begins play with one Virtue and one Flaw.
Humanity describes a character’s emphatic connection with their fellow man.
Selfish or violent acts erode Humanity. Characters that descend intoInhumanity become deranged and unplayable monsters. Human charactersbegin play with a Humanity score of 10.
10 9 8 7 6 5 4
1 0Beast
NOTE: A Vampire’s potency is determined by their 
Beast Score (10
Current Humanity)
Sins are affronts to Humanity, necessitating HumanityChecks. Sins are ranked in severity between 1 and 5,with rank 5 Sins being the most severe. HumanityChecks:
HUMANITY CHECK:Current Humanity
Sin Level
NOTE: Willpower may not be spent on Humanity Checks
A single Success negates Degeneration, anExceptional Success improves Humanity by 1, and aDramatic Failure inflicts a Derangement.
Sin Hum. Example
1 3 Indirect Injury to Others / Selfishness / Theft2 2 Direct Injury to Others / Cruelty / Occult Powers3 1 Manslaughter / Sadism / Kidnapping4 -- Premeditated Murder / Ritual Sadism5 -- Perverse and Heinous Crimes
Addiction, Anxiety, Amnesia, Avoidance, Bipolar, Bulimia, Compulsion, Defiance,Delusion, Denial, Depression, Dissociation, Ennui, Fugue, Hysteria, InferiorityComplex, Insomnia, Mania, Masochism, Megalomania, Melancholy, MultiplePersonalities, Nervous Tick, Nightmares, Obsession, Paranoia, Phobia, Regression,Sadism, Vengeful, Volatile
Core Mechanics:
Checks are resolved by rolling a number of 10-sided dice (called the Pool) verse a target number. The Pool is equal to thetotal of at least two traits, typically one Attribute and one Skill. Rolls of 8, 9, or 10 meet the target and are considered
A single Success indicates a positive check. Rolling 1
removes Successes, and all
10’s may be rolled
again. The relative difficultly of a check is represented by a modifier, which adds or subtracts up to five dice from the Pool.The maximum number of dice that may be rolled in a single Pool is 15.
Exceptional Success, Dramatic Failure, and Chance Die:
Succeeding a Check by a margin of five or more results in an Exceptional Success. Checks which result in a negativenumber of Successes are Dramatic Failures. When modifiers reduce a Pool to zero or negative dice, a single Chance Diemay be rolled instead.
Check Types:
There are three kinds of Checks in a storytellinggame. Basic Checks are resolved with a single rollverse target number, and represent actions whichresolve instantly or in a short amount of time.Extended Checks involve rolling a number ofSuccesses over time, which represent involved ortime-consuming actions. Contested Checks are madewhen another character is actively opposing youraction. To win a Contested Check, you must roll moreSuccesses than the Opponent.
Basic Check Attribute + Skill + Modifier 1 (8,9, or 10)Extended Check Attribute + Skill + Modifier Number over TimeContested Check Attribute + Skill + Modifier More than Opponent
Close Attack PHY + Fighting
Target Defense 1Range Attack PHY + Fighting
(Range + Defense) 1Spot a Clue MEN + Subterfuge 1Investigation MEN + Subterfuge 5/51
Impression SOC + Empathy 1Seduce Target SOC + Persuasion More
Experience is awarded at the end of each session. Awards range between 1 and3 points depending on the challenge of the session and the relative success of thecharacters. Experience awards are the sole discretion of the GM. Experiencepoints may be spent between sessions to improve traits or gain new abilities.
Attribute New Score × 5Discipline New Score × 3
Merit New Score × 2Skill New Score × 1Virtue/Flaw Additional Pair = 2Willpower Replenish = 1
1. Assign Attributes (3,2,1)2. Arrange Skills (4,2,1)3. Select Merits (2)4. Calculate Derived Traits5. Name and Concept
Sample Setting: Vampires of the First City
“Vampires of the First City” presents a self 
-contained, urban setting for use with Human or Vampire characters. By default,characters are newly created Vampires, who are quickly drawn into
the Machiavellian politics of the city’s Vampire society.
Vampires are former human beings who have become undead monsters, feeding on the blood of the living tosurvive. Occasionally this condition arises spontaneously after death, but most often it is inflicted by current Vampires whodesire servants or companions. Vampires possess a host of supernatural abilities, not the least of which is limitedimmortality. To create a Vampire character, apply the Vampire Template to a Human character.

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