BackThe Roleplaying System

 

If you don't know about the White Wolf character generation system, don't worry, I'll explain it briefly. Otherwise don't worry if this seems confusing, it is fairly easy to get the hang of.

Each attribute on the sheet has five dots. The Primary Attributes already have one dot in. Each category obviously gives you strength in that skill, as described.

  • To perform any action, two attributes are usually combined - eg Dexterity + Athletics to jump up a wall, Perception + Investigation to find something in a room. This gives the number of 10-sided dice you roll to perform an action.
  • The GM (me!) sets a difficulty level - eg 6 is average difficulty. 10 is virtually impossible. 4 is very easy (I usually might not bother for easy things).
  • Only dice scoring 6 or above are successes.
  • You usually need three 'successes' to fully successfully complete the action. 1 is a partial success.

 

The Rule of One

An irritating but fun rule which adds some danger to the game. For each 1 you score, 1 of your successes is cancelled out! Worse, if you get more 1s than you get successes, it is counted as a "Botch".

 

Failures and Botches

If you do not score any, or enough Successes, you have simply failed the action. However, a "Botch" is counted as not only a failure, but a disastrous failure, to the extent than something bad happens, determined by the GM.

For example, trying to perceive something in a darkened room and scoring a botch on Percep+Investig - a car might suddenly pass the window and blind you. On firing a gun, the gun may jam, and might even rupture spewing you with shrapnel. On jumping the gap between two rooftops you'd not only fail to reach the other side, but smash into all kinds of flagpoles and open windows on the way down.

 

Back