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
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
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.
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.
CHECK TYPE POOL # SUCCESSES
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
EXAMPLE POOL #
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.