For this reason, I'd like to run a simple, short game in the world of darkness, where you guys plays as mortals.
To show how simple the game really is. The basic rules, including character creation only takes up 4 pages, and one of those pages are mostly graphics.
I've also added a short description of Advantages (such as health and the like) but mostly all you need should be here.
So... with that in mind, would anyone be up for playing a short mortal scenario?
Google docs will be used for character sheets.
Players would be mortals who have ended up in a strange situation (lite horror/mystery/action) during a trip to a remote vacation island.
The players would know each other beforehand, they don't have to be friends.
But they do come from a position of trust, and have one way or another had multiple interactions over the course of their lives.
Players would not be allowed to start with weapons (because, vacation!) unless they have compelling reason.
These characters could be used as background characters for a later Vampire, Mage or Werewolf game.
The vacation would be on this island:
From the 2004 Edition of the World of Darkness:
RULES: Page 32-33
► Show Spoiler
This book provides rules for Storytelling in the World
of Darkness. Before you get into the thick of it, hereÔÇÖs 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, usually a handful for
each player. We recommend that each player have about
10 dice on hand. The better your character is at performing
a task, the more dice you will need. We call the handful
of dice rolled to represent a characterÔÇÖs abilities a 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. These traits are fully
described in the following chapters. Two types of trait are
especially important: Attributes and Skills.
Each of these traits is rated in dots (ÔÇó), ranging from
1 to 5, much like the ÔÇ£five-starÔÇØ system many critics use to
rate movies. For example, a character might have a Dexterity
Attribute of ÔÇóÔÇóÔÇó (3 dots) and a Firearms Skill of
ÔÇóÔÇó (2 dots).
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 dots to the most appropriate
Skill dots. When your character shoots a gun,
you add his Dexterity ÔÇóÔÇóÔÇó to his Firearms ÔÇóÔÇó for a total
of five dice ÔÇö one die per dot.
Modifiers
Various conditions and circumstances can greatly
improve or hinder your characterÔÇÖs 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 a few other complications, but youÔÇÖll read
about those in detail in the chapters to come.
Rolling the Dice
Now that you know what to roll, letÔÇÖs 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
doesnÔÇÖt just tell you whether your character succeeds or
fails ÔÇö it shows you how well he does.
If none of your dice roll any of these numbers, your
roll fails. This is rarely fatal. ItÔÇÖs most often simply 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 characterÔÇÖs chances of success, and the
greater your odds of gaining multiple successes.
In addition, there is a special rule called ÔÇ£10 Again.ÔÇØ
Whenever you roll a 10 on any die, you may roll that die
again. If that die rolls 8, 9 or 10, youÔÇÖve got another success.
In fact, if it rolls 10 once again, you can keep rolling
as long as you keep getting 10ÔÇÖs, accumulating more and
more successes along the way. So, if you rolled three dice
for a result of 2, 8 and 10, youÔÇÖd have two successes. That
10 is re-rolled, however. If it turns up an 8 or 9, thatÔÇÖs a
third success and the re-rolls stop. In the case of another
10, thatÔÇÖs a third success and the die is rolled again until
no more 10ÔÇÖs result.
Types of Actions
Different tasks demand different times to accomplish
them. It takes longer to rebuild a car engine than 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 are provided in the following chapters).
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 an extended task) is the winner. Arm wrestling
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 than
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 targetÔÇÖs 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 targetÔÇÖs 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 in the following chapters, but the
basics are simple. Roll to hit and apply successes as damage.
Example
LetÔÇÖs see how it looks in action.
Your character tries to shoot at a thug who just killed
his friend. Your characterÔÇÖs Dexterity is ÔÇóÔÇóÔÇó, his Firearms
ÔÇóÔÇó, and heÔÇÖs 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 ÔÇö thatÔÇÖs within the
pistolÔÇÖs medium range. A -2 penalty is applied to attacks
at medium range. So, your dice pool to reduced to five
dice.
But thatÔÇÖs not all. ItÔÇÖs raining cats and dogs. The Storyteller
decides that thereÔÇÖs an additional -1 penalty for
poor visibility. That leaves you a dice pool of four.
The roll yields a 3, 5, 8 and 9 ÔÇö two successes. The
thug is hit. He suffers two points of lethal damage to his
Health. It hurts, but itÔÇÖs 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 ÔÇ£chance roll.ÔÇØ 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 10ÔÇÖs for extra successes, as per the
ÔÇ£10 againÔÇØ rule.) There is, however, a chance of calamity.
If you roll a 1 on your first die, your character suffers a
ÔÇ£dramatic failure,ÔÇØ 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.
YouÔÇÖll be able to judge what sort of traits youÔÇÖll need based
on their titles (theyÔÇÖre mostly self-explanatory), and know
that the more dots you have in a trait the better your character
will be when accomplishing tasks with it.
of Darkness. Before you get into the thick of it, hereÔÇÖs 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, usually a handful for
each player. We recommend that each player have about
10 dice on hand. The better your character is at performing
a task, the more dice you will need. We call the handful
of dice rolled to represent a characterÔÇÖs abilities a 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. These traits are fully
described in the following chapters. Two types of trait are
especially important: Attributes and Skills.
Each of these traits is rated in dots (ÔÇó), ranging from
1 to 5, much like the ÔÇ£five-starÔÇØ system many critics use to
rate movies. For example, a character might have a Dexterity
Attribute of ÔÇóÔÇóÔÇó (3 dots) and a Firearms Skill of
ÔÇóÔÇó (2 dots).
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 dots to the most appropriate
Skill dots. When your character shoots a gun,
you add his Dexterity ÔÇóÔÇóÔÇó to his Firearms ÔÇóÔÇó for a total
of five dice ÔÇö one die per dot.
Modifiers
Various conditions and circumstances can greatly
improve or hinder your characterÔÇÖs 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 a few other complications, but youÔÇÖll read
about those in detail in the chapters to come.
Rolling the Dice
Now that you know what to roll, letÔÇÖs 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
doesnÔÇÖt just tell you whether your character succeeds or
fails ÔÇö it shows you how well he does.
If none of your dice roll any of these numbers, your
roll fails. This is rarely fatal. ItÔÇÖs most often simply 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 characterÔÇÖs chances of success, and the
greater your odds of gaining multiple successes.
In addition, there is a special rule called ÔÇ£10 Again.ÔÇØ
Whenever you roll a 10 on any die, you may roll that die
again. If that die rolls 8, 9 or 10, youÔÇÖve got another success.
In fact, if it rolls 10 once again, you can keep rolling
as long as you keep getting 10ÔÇÖs, accumulating more and
more successes along the way. So, if you rolled three dice
for a result of 2, 8 and 10, youÔÇÖd have two successes. That
10 is re-rolled, however. If it turns up an 8 or 9, thatÔÇÖs a
third success and the re-rolls stop. In the case of another
10, thatÔÇÖs a third success and the die is rolled again until
no more 10ÔÇÖs result.
Types of Actions
Different tasks demand different times to accomplish
them. It takes longer to rebuild a car engine than 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 are provided in the following chapters).
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 an extended task) is the winner. Arm wrestling
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 than
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 targetÔÇÖs 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 targetÔÇÖs 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 in the following chapters, but the
basics are simple. Roll to hit and apply successes as damage.
Example
LetÔÇÖs see how it looks in action.
Your character tries to shoot at a thug who just killed
his friend. Your characterÔÇÖs Dexterity is ÔÇóÔÇóÔÇó, his Firearms
ÔÇóÔÇó, and heÔÇÖs 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 ÔÇö thatÔÇÖs within the
pistolÔÇÖs medium range. A -2 penalty is applied to attacks
at medium range. So, your dice pool to reduced to five
dice.
But thatÔÇÖs not all. ItÔÇÖs raining cats and dogs. The Storyteller
decides that thereÔÇÖs an additional -1 penalty for
poor visibility. That leaves you a dice pool of four.
The roll yields a 3, 5, 8 and 9 ÔÇö two successes. The
thug is hit. He suffers two points of lethal damage to his
Health. It hurts, but itÔÇÖs 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 ÔÇ£chance roll.ÔÇØ 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 10ÔÇÖs for extra successes, as per the
ÔÇ£10 againÔÇØ rule.) There is, however, a chance of calamity.
If you roll a 1 on your first die, your character suffers a
ÔÇ£dramatic failure,ÔÇØ 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.
YouÔÇÖll be able to judge what sort of traits youÔÇÖll need based
on their titles (theyÔÇÖre mostly self-explanatory), and know
that the more dots you have in a trait the better your character
will be when accomplishing tasks with it.
► Show Spoiler
Defense: Lowest of Dex or Wits. Defense is a negative modifier applied to attackers dice pool.
Health: Stamina + Size. Health keeps you alive, you can take 3 kinds of damage, Bashing, Lethal and Aggravated.
the 3 types of damage heals at different rates. mark them on the sheet with "/" for bashing, "X" for lethal and "*" for aggravated.
If you have less than 3 or less health, you start to suffer negative effect on your dice pools. -1 at 3, -2 at 2, and lastly -3 at 1.
if you reach 0 you go unconscious, if you take bashing damage after reaching 0 health, other bashing damage is upgraded to lethal damage.
if all your damage taken is lethal you go from unconscious to coma, and when all is aggravated and you are at 0 health, you die.
Bashing damage is done by most non cutting, non skin penetrating attacks (kicks, punches, bats, saps and that sort of thing)
Lethal damage is done by cutting, slashing and piercing stuff (knives, bullets, spears, arrows, fire... that kind of stuff)
Aggravated is done by either supernatural stuff OR by extreem amounts of lethal or bashing damage, (Bites by werewolves CAN be aggravated, Explosions is massive amounts of bashing that can end up being aggravated.. like that)
Initiative: Dexterity + Composure, Roll 1d10 and add this number. the higher the earlier you act.
Morality: Base Value: 7. Reflects compassion and basic acceptance of the rule of law.
The higher morality, the less of a sin seems "wrong" (See list below)
If you break this moral codex, you must roll a number of dice based on the list, on a failure your morality drops by one or more.
If your morality reaches 0, you "go psycho nuts" losing all contact with your human side and becomes an unplayable phsycho.
10 Selfish thoughts. (Roll five dice.)
9 Minor selfish act (withholding
charity). (Roll five dice.)
8 Injury to another (accidental or
otherwise). (Roll four dice.)
7 Petty theft (shoplifting).
(Roll four dice.)
6 Grand theft (burglary).
(Roll three dice.)
5 Intentional, mass property damage
(arson). (Roll three dice.)
4 Impassioned crime (manslaughter).
(Roll three dice.)
3 Planned crime (murder).
(Roll two dice.)
2 Casual/callous crime (serial murder).
(Roll two dice.)
1 Utter perversion, heinous act (mass
murder). (Roll two dice.)
Size: is based on what you are, but 5 for normal people.
Speed: Strength + Dexterity + species factor (5 for adult
humans, 3 for human children.
Willpower: Resolve + Composure. Willpower measures your characterÔÇÖs self-confidence, determination
and emotional resilience.
Willpower represents the ability to succeed through
sheer determination. ItÔÇÖs useful for a number of things.
Only one Willpower point can be spent per turn to achieve
any one of the following effects.
ÔÇó You can spend a point of Willpower to gain a +3
modifier on a roll during a turn. Only one dice pool can
be affected per turn, and the Storyteller may determine
that some rolls cannot be modified in this way. You cannot
spend a point of Willpower to gain a bonus on a degeneration
or Morality roll (see above).
ÔÇó A Willpower point can be spent to add two to your
characterÔÇÖs Stamina, Resolve, Composure or Defense to
resist mental or social/emotional pressures asserted on
him, or to make a concerted effort to avoid being harmed.
See ÔÇ£Resistance,ÔÇØ
Recovering Willpower is usually a matter of reaffirming
your characterÔÇÖs sense of confidence and well-being, so
certain actions and situations may allow her to recover
Willpower. Ultimately, itÔÇÖs up to the Storyteller to decide
when characters recover Willpower during a story. Storytellers
should tailor recovery to suit the story, keeping in
mind that itÔÇÖs a powerful and useful trait. Characters
shouldnÔÇÖt be allowed to regain it too quickly, or else players
may abuse its effects.
ÔÇó Your character may regain one Willpower point per
scene if her actions play out in a manner appropriate to
her Vice (see below). Your character may regain all spent
Willpower if her actions play out in a manner appropriate
to her Virtue (see below). No more than one Willpower
point may be regained per scene by fulfilling a Vice. Willpower
can be regained by fulfilling a Virtue no more than
once per chapter (game session). The Storyteller is the
final arbiter as to whether your characterÔÇÖs actions are
shaped by a Virtue or Vice, and can refuse to award Willpower
if your character acts purely for the rules gain and
against concept.
ÔÇó Your character may regain a point of Willpower
after she has had a full nightÔÇÖs rest or the equivalent opportunity
to recharge her batteries and redouble her efforts.
This assumes your character rests or relaxes and does
not engage in strenuous activities.
ÔÇó If your character achieves a significant goal or performs
a particularly impressive act that affirms her sense
of confidence, the Storyteller may choose to award a Willpower
point.
ÔÇó Your character regains all spent Willpower points
at the end of a story. Not at the end of a game session, but
at the conclusion of an overall story. The Storyteller may
require all characters to achieve some particular goal or
objective or otherwise feel like they succeed (even just a
little) in order to regain Willpower. If characters are frustrated
or events result in a stalemate, a partial recovery of
Willpower may be appropriate.
Storytellers can choose other occasions on which to
allow Willpower recovery to suit the needs of the story.
Characters may be able to recover Willpower if they find
themselves in dire straits and have to push on in order to
succeed, for example, or if they refuse to give up despite
the odds. Awarding extra Willpower recovery makes things
a little easier on the players, while withholding Willpower
makes things more challenging.
Derangements
We will not go into detail on these, but basically, you can gain derangement for breaking your morality or your willpower in an severe way. when the
mind is forced to confront intolerable or conflicting feelings,
such as overwhelming terror or profound guilt.
Such derangement will effect actions either directly (by forcing you to flee from clowns in the case of a severe phobia) or indirectly (such as lowering your dice pool if you are not allowed to open and close all doors three times due to a Obsessive Compulsion)
Virtues and Vices: are mostly flavor, but is also used to regain/effect Willpower and morality.
Health: Stamina + Size. Health keeps you alive, you can take 3 kinds of damage, Bashing, Lethal and Aggravated.
the 3 types of damage heals at different rates. mark them on the sheet with "/" for bashing, "X" for lethal and "*" for aggravated.
If you have less than 3 or less health, you start to suffer negative effect on your dice pools. -1 at 3, -2 at 2, and lastly -3 at 1.
if you reach 0 you go unconscious, if you take bashing damage after reaching 0 health, other bashing damage is upgraded to lethal damage.
if all your damage taken is lethal you go from unconscious to coma, and when all is aggravated and you are at 0 health, you die.
Bashing damage is done by most non cutting, non skin penetrating attacks (kicks, punches, bats, saps and that sort of thing)
Lethal damage is done by cutting, slashing and piercing stuff (knives, bullets, spears, arrows, fire... that kind of stuff)
Aggravated is done by either supernatural stuff OR by extreem amounts of lethal or bashing damage, (Bites by werewolves CAN be aggravated, Explosions is massive amounts of bashing that can end up being aggravated.. like that)
Initiative: Dexterity + Composure, Roll 1d10 and add this number. the higher the earlier you act.
Morality: Base Value: 7. Reflects compassion and basic acceptance of the rule of law.
The higher morality, the less of a sin seems "wrong" (See list below)
If you break this moral codex, you must roll a number of dice based on the list, on a failure your morality drops by one or more.
If your morality reaches 0, you "go psycho nuts" losing all contact with your human side and becomes an unplayable phsycho.
10 Selfish thoughts. (Roll five dice.)
9 Minor selfish act (withholding
charity). (Roll five dice.)
8 Injury to another (accidental or
otherwise). (Roll four dice.)
7 Petty theft (shoplifting).
(Roll four dice.)
6 Grand theft (burglary).
(Roll three dice.)
5 Intentional, mass property damage
(arson). (Roll three dice.)
4 Impassioned crime (manslaughter).
(Roll three dice.)
3 Planned crime (murder).
(Roll two dice.)
2 Casual/callous crime (serial murder).
(Roll two dice.)
1 Utter perversion, heinous act (mass
murder). (Roll two dice.)
Size: is based on what you are, but 5 for normal people.
Speed: Strength + Dexterity + species factor (5 for adult
humans, 3 for human children.
Willpower: Resolve + Composure. Willpower measures your characterÔÇÖs self-confidence, determination
and emotional resilience.
Willpower represents the ability to succeed through
sheer determination. ItÔÇÖs useful for a number of things.
Only one Willpower point can be spent per turn to achieve
any one of the following effects.
ÔÇó You can spend a point of Willpower to gain a +3
modifier on a roll during a turn. Only one dice pool can
be affected per turn, and the Storyteller may determine
that some rolls cannot be modified in this way. You cannot
spend a point of Willpower to gain a bonus on a degeneration
or Morality roll (see above).
ÔÇó A Willpower point can be spent to add two to your
characterÔÇÖs Stamina, Resolve, Composure or Defense to
resist mental or social/emotional pressures asserted on
him, or to make a concerted effort to avoid being harmed.
See ÔÇ£Resistance,ÔÇØ
Recovering Willpower is usually a matter of reaffirming
your characterÔÇÖs sense of confidence and well-being, so
certain actions and situations may allow her to recover
Willpower. Ultimately, itÔÇÖs up to the Storyteller to decide
when characters recover Willpower during a story. Storytellers
should tailor recovery to suit the story, keeping in
mind that itÔÇÖs a powerful and useful trait. Characters
shouldnÔÇÖt be allowed to regain it too quickly, or else players
may abuse its effects.
ÔÇó Your character may regain one Willpower point per
scene if her actions play out in a manner appropriate to
her Vice (see below). Your character may regain all spent
Willpower if her actions play out in a manner appropriate
to her Virtue (see below). No more than one Willpower
point may be regained per scene by fulfilling a Vice. Willpower
can be regained by fulfilling a Virtue no more than
once per chapter (game session). The Storyteller is the
final arbiter as to whether your characterÔÇÖs actions are
shaped by a Virtue or Vice, and can refuse to award Willpower
if your character acts purely for the rules gain and
against concept.
ÔÇó Your character may regain a point of Willpower
after she has had a full nightÔÇÖs rest or the equivalent opportunity
to recharge her batteries and redouble her efforts.
This assumes your character rests or relaxes and does
not engage in strenuous activities.
ÔÇó If your character achieves a significant goal or performs
a particularly impressive act that affirms her sense
of confidence, the Storyteller may choose to award a Willpower
point.
ÔÇó Your character regains all spent Willpower points
at the end of a story. Not at the end of a game session, but
at the conclusion of an overall story. The Storyteller may
require all characters to achieve some particular goal or
objective or otherwise feel like they succeed (even just a
little) in order to regain Willpower. If characters are frustrated
or events result in a stalemate, a partial recovery of
Willpower may be appropriate.
Storytellers can choose other occasions on which to
allow Willpower recovery to suit the needs of the story.
Characters may be able to recover Willpower if they find
themselves in dire straits and have to push on in order to
succeed, for example, or if they refuse to give up despite
the odds. Awarding extra Willpower recovery makes things
a little easier on the players, while withholding Willpower
makes things more challenging.
Derangements
We will not go into detail on these, but basically, you can gain derangement for breaking your morality or your willpower in an severe way. when the
mind is forced to confront intolerable or conflicting feelings,
such as overwhelming terror or profound guilt.
Such derangement will effect actions either directly (by forcing you to flee from clowns in the case of a severe phobia) or indirectly (such as lowering your dice pool if you are not allowed to open and close all doors three times due to a Obsessive Compulsion)
Virtues and Vices: are mostly flavor, but is also used to regain/effect Willpower and morality.
Digital google doc sheets can be seen HERE, players wil get access.
► Show Spoiler
Creating characters in Storytelling is a simple seven step
process. Just make a copy of the character sheet, get
a pencil and begin.
1. Choose background. First, create your characterÔÇÖs
concept. To help get a handle on your characterÔÇÖs identity
and motivations, come up with a short, two- or threeword
description of him/her. This usually, but not always,
includes some idea of a career: ÔÇ£nightstalking journalist,ÔÇØ
ÔÇ£stoic mechanic,ÔÇØ ÔÇ£lost waif,ÔÇØ ÔÇ£petulant yuppie,ÔÇØ ÔÇ£angry
young man.ÔÇØ
Second, choose your characterÔÇÖs faction. If youÔÇÖre playing
a mortal, this is relatively unimportant. He could be a
cop, a private investigator or a convenience-store clerk,
but he is not defined by his factional alliances. A supernatural
being, however, is drawn into a world of ancient
legacies in which he is judged by even his involuntary
affiliations. His faction is both his strength and his curse.
For details on supernatural factions, see Vampire: The
Requiem, Werewolf: The Forsaken or Mage: The Awakening.
Option: Preludes. An intense Storytelling method is
to roleplay mortal characters before they become initiated
into the supernatural world. That way, their introduction
to the terrible truths hiding in the shadows has more meaning
and can be especially traumatic, tragic or even triumphant.
If youÔÇÖre creating a prelude character, wait to choose
his faction based on how gameplay events transform him.
2. Select Attributes, your characterÔÇÖs innate capabilities:
Prioritize the three categories (5/4/3). Your character
begins with one dot in each Attribute automatically,
already filled in on the character sheet. Dots spent now
are in addition to these starting ones. The fifth dot in any
Attribute costs two dots to purchase.
Example: Olson wants his character to have a
Dexterity of 5. This costs him five dots. His first dot is free
and his fifth one costs two.
For more information, see Chapter 2: Attributes.
3. Select Skills, your characterÔÇÖs learned capabilities:
Prioritize the three categories (11/7/4). The fifth dot in
any Skill costs two dots to purchase. For more information,
see Chapter 3: Skills.
4. Select Skill Specialties, your characterÔÇÖs 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. For more information, see Chapter 3: Skills.
5. Add supernatural template, based on the transformation
your character undergoes: The Embrace, the First
Change or the Awakening. See Vampire: The Requiem,
Werewolf: The Forsaken or Mage: The Awakening. (If
creating a prelude character, wait to choose template based
on how gameplay events transform your character.)
6. Determine advantages, traits derived from your
characterÔÇÖs 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; see sidebar). For more information,
see Chapter 4: Advantages.
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,
see p 100.
Virtues: Charity, Faith, Fortitude, Hope,
Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride,
Sloth, Wrath
7. Select Merits, representing character enhancements
and background elements: Spend 7 dots on Merits.
The fifth dot in any Merit costs two dots to purchase.
Note that many Merits have prerequisites. For more information,
see the sidebar and Chapter 5: Merits.
Merits
Mental Merits: Common Sense (ÔÇóÔÇóÔÇóÔÇó), Danger
Sense (ÔÇóÔÇó), Eidetic Memory (ÔÇóÔÇó), Encyclopedic Knowledge
(ÔÇóÔÇóÔÇóÔÇó), Holistic Awareness (ÔÇóÔÇóÔÇó), Language (ÔÇó to
ÔÇóÔÇóÔÇó), Meditative Mind (ÔÇó), Unseen Sense (ÔÇóÔÇóÔÇó)
Physical Merits: Ambidextrous (ÔÇóÔÇóÔÇó), Brawling
Dodge (ÔÇó), Direction Sense (ÔÇó), Disarm (ÔÇóÔÇó),
Fast Reflexes (ÔÇó or ÔÇóÔÇó), Fighting Finesse (ÔÇóÔÇó), Fighting
Style: Boxing (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fighting Style: Kung
Fu (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fighting Style: Two Weapons (ÔÇó to
ÔÇóÔÇóÔÇóÔÇó), Fleet of Foot (ÔÇó to ÔÇóÔÇóÔÇó), Fresh Start (ÔÇó), Giant
(ÔÇóÔÇóÔÇóÔÇó), Gunslinger (ÔÇóÔÇóÔÇó), Iron Stamina (ÔÇó to ÔÇóÔÇóÔÇó), Iron
Stomach (ÔÇóÔÇó), Natural Immunity (ÔÇó), Quick Draw
(ÔÇó), Quick Healer (ÔÇóÔÇóÔÇóÔÇó), Strong Back (ÔÇó), Strong
Lungs (ÔÇóÔÇóÔÇó), Stunt Driver (ÔÇóÔÇóÔÇó), Toxin Resistance
(ÔÇóÔÇó), Weaponry Dodge (ÔÇó)
Social Merits: Allies (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Barfly (ÔÇó),
Contacts (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fame (ÔÇó to ÔÇóÔÇóÔÇó), Inspiring (ÔÇóÔÇóÔÇóÔÇó),
Mentor (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Resources (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Retainer
(ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Status (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Striking Looks (ÔÇóÔÇó or
ÔÇóÔÇóÔÇóÔÇó)
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), and the name of
his group of companions (if any). Finally, list any equipment
he carries. He is now ready to confront whatever
fate awaits him in the World of Darkness.
Advanced Characters (Option)
For more experienced characters, the Storyteller
might choose to award experience points that may be spent
before play begins.
Seasoned characters: 35 points
Expert characters: 75 points
Heroic characters: 100 experience points
Note that when you spend experience points and want
to go up more than one dot in a trait, you need to pay for all
the intervening levels. That is, if you go from ÔÇóÔÇóÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó
in an Attribute, it costs you 45 experience points (20 to go
from 3 to 4, plus 25 to go from 4 to 5).
Experience Point Costs
Trait Experience Point Cost
Attribute New dots x 5
Skill New dots x 3
Skill Specialty 3 points
Merit New dots x 2
Morality New dots x 3
process. Just make a copy of the character sheet, get
a pencil and begin.
1. Choose background. First, create your characterÔÇÖs
concept. To help get a handle on your characterÔÇÖs identity
and motivations, come up with a short, two- or threeword
description of him/her. This usually, but not always,
includes some idea of a career: ÔÇ£nightstalking journalist,ÔÇØ
ÔÇ£stoic mechanic,ÔÇØ ÔÇ£lost waif,ÔÇØ ÔÇ£petulant yuppie,ÔÇØ ÔÇ£angry
young man.ÔÇØ
Second, choose your characterÔÇÖs faction. If youÔÇÖre playing
a mortal, this is relatively unimportant. He could be a
cop, a private investigator or a convenience-store clerk,
but he is not defined by his factional alliances. A supernatural
being, however, is drawn into a world of ancient
legacies in which he is judged by even his involuntary
affiliations. His faction is both his strength and his curse.
For details on supernatural factions, see Vampire: The
Requiem, Werewolf: The Forsaken or Mage: The Awakening.
Option: Preludes. An intense Storytelling method is
to roleplay mortal characters before they become initiated
into the supernatural world. That way, their introduction
to the terrible truths hiding in the shadows has more meaning
and can be especially traumatic, tragic or even triumphant.
If youÔÇÖre creating a prelude character, wait to choose
his faction based on how gameplay events transform him.
2. Select Attributes, your characterÔÇÖs innate capabilities:
Prioritize the three categories (5/4/3). Your character
begins with one dot in each Attribute automatically,
already filled in on the character sheet. Dots spent now
are in addition to these starting ones. The fifth dot in any
Attribute costs two dots to purchase.
Example: Olson wants his character to have a
Dexterity of 5. This costs him five dots. His first dot is free
and his fifth one costs two.
For more information, see Chapter 2: Attributes.
3. Select Skills, your characterÔÇÖs learned capabilities:
Prioritize the three categories (11/7/4). The fifth dot in
any Skill costs two dots to purchase. For more information,
see Chapter 3: Skills.
4. Select Skill Specialties, your characterÔÇÖs 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. For more information, see Chapter 3: Skills.
5. Add supernatural template, based on the transformation
your character undergoes: The Embrace, the First
Change or the Awakening. See Vampire: The Requiem,
Werewolf: The Forsaken or Mage: The Awakening. (If
creating a prelude character, wait to choose template based
on how gameplay events transform your character.)
6. Determine advantages, traits derived from your
characterÔÇÖs 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; see sidebar). For more information,
see Chapter 4: Advantages.
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,
see p 100.
Virtues: Charity, Faith, Fortitude, Hope,
Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride,
Sloth, Wrath
7. Select Merits, representing character enhancements
and background elements: Spend 7 dots on Merits.
The fifth dot in any Merit costs two dots to purchase.
Note that many Merits have prerequisites. For more information,
see the sidebar and Chapter 5: Merits.
Merits
Mental Merits: Common Sense (ÔÇóÔÇóÔÇóÔÇó), Danger
Sense (ÔÇóÔÇó), Eidetic Memory (ÔÇóÔÇó), Encyclopedic Knowledge
(ÔÇóÔÇóÔÇóÔÇó), Holistic Awareness (ÔÇóÔÇóÔÇó), Language (ÔÇó to
ÔÇóÔÇóÔÇó), Meditative Mind (ÔÇó), Unseen Sense (ÔÇóÔÇóÔÇó)
Physical Merits: Ambidextrous (ÔÇóÔÇóÔÇó), Brawling
Dodge (ÔÇó), Direction Sense (ÔÇó), Disarm (ÔÇóÔÇó),
Fast Reflexes (ÔÇó or ÔÇóÔÇó), Fighting Finesse (ÔÇóÔÇó), Fighting
Style: Boxing (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fighting Style: Kung
Fu (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fighting Style: Two Weapons (ÔÇó to
ÔÇóÔÇóÔÇóÔÇó), Fleet of Foot (ÔÇó to ÔÇóÔÇóÔÇó), Fresh Start (ÔÇó), Giant
(ÔÇóÔÇóÔÇóÔÇó), Gunslinger (ÔÇóÔÇóÔÇó), Iron Stamina (ÔÇó to ÔÇóÔÇóÔÇó), Iron
Stomach (ÔÇóÔÇó), Natural Immunity (ÔÇó), Quick Draw
(ÔÇó), Quick Healer (ÔÇóÔÇóÔÇóÔÇó), Strong Back (ÔÇó), Strong
Lungs (ÔÇóÔÇóÔÇó), Stunt Driver (ÔÇóÔÇóÔÇó), Toxin Resistance
(ÔÇóÔÇó), Weaponry Dodge (ÔÇó)
Social Merits: Allies (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Barfly (ÔÇó),
Contacts (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fame (ÔÇó to ÔÇóÔÇóÔÇó), Inspiring (ÔÇóÔÇóÔÇóÔÇó),
Mentor (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Resources (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Retainer
(ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Status (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Striking Looks (ÔÇóÔÇó or
ÔÇóÔÇóÔÇóÔÇó)
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), and the name of
his group of companions (if any). Finally, list any equipment
he carries. He is now ready to confront whatever
fate awaits him in the World of Darkness.
Advanced Characters (Option)
For more experienced characters, the Storyteller
might choose to award experience points that may be spent
before play begins.
Seasoned characters: 35 points
Expert characters: 75 points
Heroic characters: 100 experience points
Note that when you spend experience points and want
to go up more than one dot in a trait, you need to pay for all
the intervening levels. That is, if you go from ÔÇóÔÇóÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó
in an Attribute, it costs you 45 experience points (20 to go
from 3 to 4, plus 25 to go from 4 to 5).
Experience Point Costs
Trait Experience Point Cost
Attribute New dots x 5
Skill New dots x 3
Skill Specialty 3 points
Merit New dots x 2
Morality New dots x 3
MERITS Described:
► Show Spoiler
Please note, these are short descriptions of the merits, they have deeper descriptions in the books.
Mental merits
Common Sense ÔÇóÔÇóÔÇóÔÇó Gives significant cautions or ideas
Danger Sense ÔÇóÔÇó +2 to detect ambush
Eidetic Memory ÔÇóÔÇó Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Encyclopedic Knowledge ÔÇóÔÇóÔÇóÔÇó Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
Holistic Awareness ÔÇóÔÇóÔÇó Help others heal faster
Meditative Mind ÔÇó No penalties to meditate
Language ÔÇó Speak another language
PHYSICAL
Ambidextrous ÔÇóÔÇóÔÇó Remove off-hand penalty to attack
Brawling Dodge ÔÇó Strength ÔÇóÔÇó, Brawl ÔÇó Add Brawl rather than doubling Defense on Dodge
Disarm ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Weaponry ÔÇó Can disarm if damage exceeds Dexterity
Direction Sense ÔÇó Unfailing orientation
Fast Reflexes ÔÇó or ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó +1/dot to Initiative
Fighting Finesse ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Weaponry ÔÇóÔÇó Substitute Dexterity for Strength
Fleet of Foot ÔÇó to ÔÇóÔÇóÔÇó Strength ÔÇóÔÇó +1/dot to Speed
Fresh Start ÔÇó Fast Reflexes ÔÇóÔÇó Delay action into next round
Giant ÔÇóÔÇóÔÇóÔÇó +1 Size
Gunslinger ÔÇóÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Firearms ÔÇóÔÇóÔÇó Two gun attacks per round
Iron Stamina ÔÇó to ÔÇóÔÇóÔÇó Stamina ÔÇóÔÇóÔÇó or Resolve ÔÇóÔÇóÔÇó Negate fatigue/injury penalties
Iron Stomach ÔÇóÔÇó Stamina ÔÇóÔÇó Eat even unpalatable cuisine
Natural Immunity ÔÇó Stamina ÔÇóÔÇó +2 on Stamina rolls to resist illness
Quick Draw ÔÇó Dexterity ÔÇóÔÇóÔÇó Draw weapon reflexively
Quick Healer ÔÇóÔÇóÔÇóÔÇó Stamina ÔÇóÔÇóÔÇóÔÇó Heal twice as fast
Strong Back ÔÇó Strength ÔÇóÔÇó +1 to lift or carry
Strong Lungs ÔÇóÔÇóÔÇó Athletics ÔÇóÔÇóÔÇó +2 on Stamina rolls to hold breath
Stunt Driver ÔÇóÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó Drive and carry out another action
Toxin Resistance ÔÇóÔÇó Stamina ÔÇóÔÇóÔÇó +2 on Stamina rolls to resist toxins
Weaponry Dodge ÔÇó Strength ÔÇóÔÇó, Weaponry ÔÇó Add Weaponry rather than doubling Defense on Dodge
SOCIAL
Allies ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Barfly ÔÇó Find ways into bars and clubs
Contacts ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit
Fame ÔÇó to ÔÇóÔÇóÔÇó Mortal acclaim, +1/dot to Socialize
Inspiring ÔÇóÔÇóÔÇóÔÇó Presence ÔÇóÔÇóÔÇóÔÇó Help others regain Willpower
Mentor ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
Resources ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Disposable monthly income ranging from $500 USD at ÔÇó to $50,000 USD at ÔÇóÔÇóÔÇóÔÇóÔÇó, with total assets ranging from several hundred GBP at ÔÇó to millions of GBP at ÔÇóÔÇóÔÇóÔÇóÔÇó.
Retainer ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit
Status ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Authority and sway with a group or organization, to a depth proportional to dots in this Merit
Striking Looks ÔÇóÔÇó or ÔÇóÔÇóÔÇóÔÇó Appearance adds +1/+2 to relevant Social rolls
Mental merits
Common Sense ÔÇóÔÇóÔÇóÔÇó Gives significant cautions or ideas
Danger Sense ÔÇóÔÇó +2 to detect ambush
Eidetic Memory ÔÇóÔÇó Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Encyclopedic Knowledge ÔÇóÔÇóÔÇóÔÇó Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
Holistic Awareness ÔÇóÔÇóÔÇó Help others heal faster
Meditative Mind ÔÇó No penalties to meditate
Language ÔÇó Speak another language
PHYSICAL
Ambidextrous ÔÇóÔÇóÔÇó Remove off-hand penalty to attack
Brawling Dodge ÔÇó Strength ÔÇóÔÇó, Brawl ÔÇó Add Brawl rather than doubling Defense on Dodge
Disarm ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Weaponry ÔÇó Can disarm if damage exceeds Dexterity
Direction Sense ÔÇó Unfailing orientation
Fast Reflexes ÔÇó or ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó +1/dot to Initiative
Fighting Finesse ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Weaponry ÔÇóÔÇó Substitute Dexterity for Strength
Fleet of Foot ÔÇó to ÔÇóÔÇóÔÇó Strength ÔÇóÔÇó +1/dot to Speed
Fresh Start ÔÇó Fast Reflexes ÔÇóÔÇó Delay action into next round
Giant ÔÇóÔÇóÔÇóÔÇó +1 Size
Gunslinger ÔÇóÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Firearms ÔÇóÔÇóÔÇó Two gun attacks per round
Iron Stamina ÔÇó to ÔÇóÔÇóÔÇó Stamina ÔÇóÔÇóÔÇó or Resolve ÔÇóÔÇóÔÇó Negate fatigue/injury penalties
Iron Stomach ÔÇóÔÇó Stamina ÔÇóÔÇó Eat even unpalatable cuisine
Natural Immunity ÔÇó Stamina ÔÇóÔÇó +2 on Stamina rolls to resist illness
Quick Draw ÔÇó Dexterity ÔÇóÔÇóÔÇó Draw weapon reflexively
Quick Healer ÔÇóÔÇóÔÇóÔÇó Stamina ÔÇóÔÇóÔÇóÔÇó Heal twice as fast
Strong Back ÔÇó Strength ÔÇóÔÇó +1 to lift or carry
Strong Lungs ÔÇóÔÇóÔÇó Athletics ÔÇóÔÇóÔÇó +2 on Stamina rolls to hold breath
Stunt Driver ÔÇóÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó Drive and carry out another action
Toxin Resistance ÔÇóÔÇó Stamina ÔÇóÔÇóÔÇó +2 on Stamina rolls to resist toxins
Weaponry Dodge ÔÇó Strength ÔÇóÔÇó, Weaponry ÔÇó Add Weaponry rather than doubling Defense on Dodge
SOCIAL
Allies ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Barfly ÔÇó Find ways into bars and clubs
Contacts ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit
Fame ÔÇó to ÔÇóÔÇóÔÇó Mortal acclaim, +1/dot to Socialize
Inspiring ÔÇóÔÇóÔÇóÔÇó Presence ÔÇóÔÇóÔÇóÔÇó Help others regain Willpower
Mentor ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
Resources ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Disposable monthly income ranging from $500 USD at ÔÇó to $50,000 USD at ÔÇóÔÇóÔÇóÔÇóÔÇó, with total assets ranging from several hundred GBP at ÔÇó to millions of GBP at ÔÇóÔÇóÔÇóÔÇóÔÇó.
Retainer ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit
Status ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Authority and sway with a group or organization, to a depth proportional to dots in this Merit
Striking Looks ÔÇóÔÇó or ÔÇóÔÇóÔÇóÔÇó Appearance adds +1/+2 to relevant Social rolls
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