This action might not be possible to undo. Are you sure you want to continue?
, Dabbler, Deviant, Director, Fanatic, Gallant, Gambler, Idealist, Innovator, Judge, Leader, Loner, Martyr, Masochist, Monster, Pedagogue, Penitent, Perfectionist, Rebel, Rogue, Scientist, Sociopath, Solider, Survivor, Thrill-Seeker, Traditionalist, Trickster, Visionary. Traits; are usually within a range of 1-5. 1 being poor, 2 being average, 3 being compitent, 4 being exceptional, 5 being world class. Higher levels of traits exist and are usually; 6 inhuman, 7 legendary, 8 mythic, 9 godlike, 10 total mastery. Trait maximums are usually restricted by a character specific Background or are limited by natural potential. Certain traits cannot exceed level 5 (such as Virtues) and others can exceed 5 for any individual (such as Willpower). Attributes: Physical; Social; Mental; Abilities; Talents: Alertness, Athletics, Awareness, Brawl, Dodge, Empathy, Expression, Intimidation, Intrigue, Intuition, Leadership, Streetwise, Subterfuge. Skills: Acrobatics, Animal Ken, Archery, Crafts, Demolitions, Drive, Etiquette, Firearms, Martial Arts, Meditation, Melee, Performance, Security, Stealth, Survival, Technology. Knowledges: Academics, Bureaucracy, Computers, Cosmology, Enigmas, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Religion, Research, Rituals, Science. Secondary Abilities; are over specific abilities that offer diversity. They are two optional mechanic of -2 difficulty to use, or half cost to purchase (dots used at character creation on them give two levels instead of one a piece). Example Secondary Abilities; Boat Handling, Diplomacy, Haggling, Ride. Backgrounds: Allies, Arcane, Arsenal, Contacts, Destiny, Fame, Influence, Library, Mentor, Military Force, Patron, Resources, Status. Systems for Power Sources: There are 6 main methods for handling power for characters. A Background based system (ie Generation and Avatar for vampires and mages respectively), the Trait based system (ie Faith and Gnosis for Demons and Garou respectively), the Path system (ie Dharma for Kuei-Jin), and the Set System (none found). Background based systems are taken at creation and do not increase throughout gameplay without adequate reason. Trait based systems advance almost exclusively by being purchased through experience. Path systems are advanced by roleplaying. Set systems do not change and all individuals have the same maximum pool of power and power to use per turn. Advantages: The powers and supernatural abilities of a character or characters. Some are linear progressions with specific powers (Lores, Disciplines, Arcanoi). Others are linear but without specific powers (Spheres). Lastly are the non-linear powers (Edges and Gifts). Advantages; Either require a dice pool formed from a single Attribute + Ability or are rolled on using a single Power Trait (such as Arete, Gnosis, Rage, or Willpower). Some Advantages require no roll. Advantages might cost a form of fuel (such as blood, chi, conviction, or temporary Gnosis, Strength, Dexterity, Stamina Charisma, Manipulation, Appearance Perception, Intelligence, Wits
Rage, Willpower) and others are free. Morality: Certain characters rely on a Morality system. Examples include Torment, Wyrm Taint, a Dharma, or a Hiearchy of Sins. These systems are univerally rated from 0-10. Some systems rely on building corruption such as Torment or Wyrm Taint. Others rely on keeping the level high such as Hierarchy of Sins. The effects of either depend on individual gameline.
Example Actions: Physical; Ambush – Contested Dexterity + Stealth roll versus target's Perception + Alertness (both at difficulty 7). Success over the target allows for first attack and all additional successes count as Automatic Successes on the following attack roll. Ready Weapon – This action takes a turn. However, it can be performed during combat as an additional action, resulting in an increased difficulty on successive actions. For example, the character may choose to ready and fire their gun in a single turn, but the difficulty of the attack roll is raised by 1 or 2, depending on situation (Storyteller discretion.) Flank/Rear Attacks – All attacks made from the side gain one additional attack die. Attacks made from behind get two additional attack die. Blind Fighting – Attacks in total darkness or while blind are made at +2 difficulty. Ranged attacks are impossible while blind fighting. Jumping – Strength (+ Athletics for running jumps), difficulty 3. Each success indicates 2 feet up or 4 feet forward. If a character fails the roll she can make a Dexterity + Athletics roll (difficulty 6) to try and grab a ledge and not fall. A Perception + Athletics roll (difficulty 6) allows a character to judge the distance. Pursuit – Dexterity + Athletics (or Dexterity + Drive), difficulty depending on area and prey. Sometimes the vampire isn't faster or slower than their prey or the predator of which they flee. Sometimes they are the same speed and must maneuver to get closer or farther away. In this case each success rolled for a character allows them to overcome the other by a short distance and makes the difficulty of finding where the other went increase by +1 on perception rolls. Throwing – Dexterity + Athletics. Objects are thrown at Strength x 5 yards for under two pounds. For each additional two pounds the distance is decreased by 5 yards. Mental; Creation – Creating something uses abilities and attributes based off the action and product intended. Difficulty depends on the complexity. However, the successes are much the same despite this. One success means something is made but poorly, two is functional, three is decent and performs fine, four is well made, five is a work of art.
Cryptography – Intelligence + Linguistics (or computer). Difficulty depends on the text or code, usually 8+ and usually requires multiple successes. Decoding is an extended action. Creating a code is generally around difficulty 5. As creating a code is much easier than breaking it. Forgery – Intelligence + [Skill] to figure out all the relevant information. If the the forgery is computer based then a Wits + Computer roll is needed to actually produce the forgery. Physical documents are created with a Dexterity + Crafts (or Streetwise) roll. The difficulty of all rolls depend on multiple factors, but generally range from 7-9. Discerning the Supernatural – Perception + Awareness (or Occult). Difficulty depending on the event, person, or place. One success is sufficient to notice something is off, but multiple successes are required to identify what something is. Social; Creditability – Manipulation/Charisma + Subterfuge, difficulty 7 to detect. You are a member of the FBI, you are a millionaire, you are a professor at Harvard and a Senator. At least that is what you tell people, and they believe you. Impersonation – Charisma + Performance to look, act, and sound like the person. Manipulation + Subterfuge in order to act convincingly like the person. The difficulty of both rolls depends on who the character is trying to impersonate and who they are talking to. Fitting In – Charisma + Performance to look the part. Wits + Academics to possess the proper knowledge. The rolls are made seperately with difficulties based on the culture the character is attempting to fit into. Facedown – Charisma + Intimidation resisted by target's Charisma + Intimidation. Difficulty is that of the opponent's Willpower. The first one to accumulate their opponent's Wits + 5 successes wins. A point of Willpower may be spent to reset this extended contested roll and start over. Oration – Charisma + Leadership, variable difficulty. Or Charisma + Leadership (generally difficulty 7) to make a speech beforehand. Remember who your audience is. Successes determine how well the audience is moved towards the speaker's words. Seduction – this is complex. First roll (approach/opening remarks) is Appearance + Subterfuge against subject's Wits +3 Second Roll (witty repartee) is Wits + Subterfuge against subject's Intelligence +3 Third Roll (suggestive/intimate conversation) is Charisma + Empathy against subject's Perception +3 For each roll, the player carries over their additional successes to the next roll, much like when making an Attack roll additional successes become extra damage dice. Example: Gary is at Single's Bar, because he has nothing better to do. He finds a woman, makes the first roll, and gets two successes. This means the second roll is Gary's Wits + Subterfuge + 1. Again, Gary gets two successes, and one is carried over to the third roll. On the final roll, Gary gets a single success. (I wrote this out because I felt it needed an example, but also largely because I was wondering how easily it would be for Gary to seduce someone. Not very--he only has Subterfuge and Empathy 1. On the other hand, he succeeded on his first try--Appearance 4 goes a long way.) Note that the listed difficulties represent seducing someone considered 'in the mood' and that these rolls may have a higher difficulty in other situations.
Encumbrance: In pounds; Carrying 1. 25 without penalty 2. 50 without penalty 3. 75 without penalty 4. 100 without penalty 5. 125 without penalty 6. 150 without penalty 7. 175 without penalty 8. 200 without penalty 9. 225 without penalty 10. 250 without penalty 11. 300 without penalty 12. 350 without penalty 13. 400 without penalty 14. 450 without penalty 15. 500 without penalty Lifting 40 lifting 100 lifting 250 lifting 400 lifting 650 lifting 800 lifting 900 lifting 1000 lifting 1200 lifting 1500 lifting 2000 lifting 3000 lifting 4000 lifting 5000 lifting 6000 lifting Strength Feats Crush a Tin Can Break a Wooden Chair Break Down a Wooden Door Break a 2x4 Break Open a Metal Fire Door Throw a Motorcycle Flip Over a Car Break a 3' pipe Punch Through a Cement Wall Rip Open a Steel Drum Punch Through a Panic Room door Break a Metal Lamp Post in Half Throw a Car Throw a Van Throw a Truck
Movement Speed: Movement speed is based on Dexterity. Characters can run at half maximum movement speed and then take an action as per normal in a turn. Characters who wish to take an additional action while running, but each yard traveled before taking the action subtracts a single die from the dice pool of that action. Walking – 7 yards per turn. Jogging – (12 + Dexterity) in Yards Running – (20 + [Dexterity x3]) in Yards.
Types of Traits New Ability New Discipline New Sphere New Art/Shintai New Lore New Path New Way Willpower Virtue Ability Attribute Arete
Cost 3 10 10 10 7 (10 if foreign) 5 7 current rating current rating current rating x 2 current rating x 4 current rating x 6
Gnosis Rage Faith Torment Clan Discipline Standard Discipline Path Way Gift Foreign Gift Specialty Sphere Other Sphere Lore Art/Shintai
current rating x 3 current rating current rating x 6 10 - Note that this decreases a Demon's Permanent Torment by one. current rating x 5 current rating x 7 current rating x 4 current rating x 5 level of gift x 3 level of gift x 5 current rating x 7 current rating x 8 current rating x 5 current rating x 8