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28

I do think you're being too cautious. One of the key elements of the Storytelling System is the Willpower economy. It's a "virtuous cycle." The difficulty of 8 means that, in order to succeed on important rolls, you'll want to spend Willpower — those three dice generally produce an additional success. With your Willpower rapidly depleting, the best way to ...


23

Use a very strong central theme and mood. Think of your campaign as if it was a TV series held together by these things, as well returning props, characters, places etc. Use a strong, universal antagonist, possibly an organization that has agents from all the various supernatural factions as well. Even better if your party are members / helpers of the same ...


13

I'd say yes, they do have to roll Morality, even if they killed an enemy in self defense. Even if there's no other way out (the character is cornered and being shot at), taking a life takes its toll on their psyche. However, the Storyteller may choose to consider various mitigating circumstances and award bonuses for the roll etc accordingly. You may want ...


13

If you don't mind getting another book, the recent World of Darkness: Mirrors has rules for just this sort of thing, including systems for fantasy folk, heroic skills, and magic. As for "has anyone done something similar," noted game author and designer John Snead has. You can find his ideas here.


11

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


10

The analog to White Wolf and the World of Darkness game lines in the classic World of Darkness setting is the Black Dog Game Factory. They were detailed fully in Subsidiaries: A Guide To Pentex, although there are earlier references in other books. The staffers described therein are parodies of the employees of White Wolf, and the entire sourcebook entry is ...


9

If your players are taking "every chance they get to do something spontaneously saintly", remember that Virtue can only be triggered once per session. Vice can trigger once per scene, but has the double-whammy of leading to better plot hooks because of the inherently negative nature of a vice and because it only provides one point of Willpower per shot.


8

What your friend may be referencing is a quirk of the original World of Darkness rules, in which each one rolled cancelled a success, and TNs were the number needed for a die to count as a success. If the TN was very high (10 or greater) the more dice you rolled, the more likely you would be to roll more ones than successes, and therefore the higher the ...


8

I've already commented but here's a quick writeup of the probabilities in case you don't find the other answer to your taste. Assuming a perfectly random die, yadda yadda... The probability of rolling a 8 or more on a d10 is p(8,9,10 | 1-10) = 3/10 Adding dice, it actually becomes easier to determine by calculating the probabilities for 0 successes (which ...


8

I would say that it is something learned but is common to all supernatural being possessing it. Thus "red" is always anger whoever/whatever is viewing it and whoever/whatever is radiating it. Depending on the level, a dice roll, or story, I would suggest that more details can be learned based on the target's specific state. For example, I see "red". ...


7

A good GM will force the player to use both roleplaying social ability, and character stats, in combination. Neither the Shadowrun 4E core book, nor the Pathfinder book, seem to have a good write-up on this, so I'll try my own: The roleplaying should come first. It's a roleplaying game. If the character wants to do something, the player needs to make at ...


7

We've tended to play it such that it boils down to intention and provocation. If you confront someone and a fight ensues, and you kill them, yes. If you are ambushed and kill someone in self defense, then no. If you are ambushed and then they flee, and you chase them down and kill them, then yes. etc. This is largely based on the fact that the rulebook ...


7

The "Forbidden Lore" system from World of Darkness: Mirrors (p.28-32) is cognate to the Sanity system; characters garner Insanity points and lose rating in their Reason score. Along the way, they acquire Mental and Social penalties and gain bonuses to Occult endeavors — including the ability to use supernatural powers without gaining the associated template. ...


6

As an alternative approach, the Storyteller may balance things out not by boosting certain PCs (with experience etc) but by adjusting the challenge level the individual PCs face. So, you have a Tier 5 (see the answer by @Jadasc) mage and a Tier 2 vampire? Introduce a villain who's primarily out to get the mage. A rival mage, a nasty spirit, or something ...


6

Jon Chung (a known expert at optimizing for White Wolf games) lays it out this way: Tier 0: Mortals Tier 1: Minor Templates Tier 2: Vampire/Werewolf Tier 3: Changeling/Promethean -linear vs exponential split- Tier 4: Geist Tier 5: Mage His suggestion is that mixed games work best when you don't go more than one tier apart or cross the ...


6

I'm afraid I'd have to disagree a little with RMorrisey. The traits exist to catch those players who are not as outgoing or skilled as their friends. Its great to reward a good bit of roleplaying with a modifier or simply with an automatic success, but don't do so without taking into account the numbers on the sheet and the dice. The quiet guy who rolled ...


6

I would say that this isn't really a multi-splatbook problem. Sure, it seems more difficult when you have vampires and changelings and whatnot in the same group, but you get the same problem in games with just multiple tribes of vampires (usually the Malkavians do it to the rest) or even when characters are allegedly more homogeneous. A group of 5 Brujah ...


6

You add three dice to your original pool, not to the chance die. From the section on Willpower, p. 132: Willpower should be spent and three dice are added to your dice pool before all penalties for your roll have been applied. So, form your pool, add all bonuses — including your three dice from Willpower — and then subtract all penalties. Yes, that ...


5

There are, understandably, few mechanics that override the intentions of a player. What you'll find are mechanics that offer incentives to players to hamper themselves as you describe. In Storytelling, I'd look to flaws for inspiration; give new characters a virtual flaw called "Humane" that will offer them bonus XP in sessions where they reject cold-hearted ...


5

It is confusing, isn't it? Here's how I read it: At Arete 1, you get three Masteries, which you allot to three different skills. As you rise in Arete (or as you spend XP, depending on which of the rules in the callout box you end up using), you get more Masteries. You can apply them to skills as per the chart on 190. For example, at Arete 3, you could have ...


5

The easiest and most consistent way to reflect this would be to give the character lower than normal Physical attributes while retaining average or typical Physical skills. Having a degenerative disorder seems like a good reason to give someone a Strength or Dexterity of 1. However, you've made it clear that you'd like the mechanics to also reflect that ...


5

To my mind, CoC Sanity rules are quite easy to use as is. For instance you can use the sum of the mental characteristics as a base and multiply by 5 or 6 (depending on how crazy your world is) to get the starting sanity and then use the typical CoC Sanity rules. I think something like that may work.


5

White Wolf put some quickstart rules in the last iteration of Free RPG day. You can download them along with the adventure from here: http://rpg.drivethrustuff.com/product_info.php?products_id=92564 (The PDF is free, but you need a DriveThruRPG account) It's a pretty pared-down version of the ruleset so you could just start playing that adventure on Free ...


5

One of the "ancestors" of Cortex's plot points are the "Inspiration!" points found in White Wolf's pulp game Adventure! It's likely that those could be adapted to use in other Storytelling-based games. On the other hand, it seems like what you're looking for is already present in the form of Willpower. It's almost a form of meta-currency already; it would ...


5

If I understand correctly, you need at least one d10 to get 8 or more to succeed, yes? And you get more dice if you have more ranks/skill level/whatever, right? In that case, the other answers are correct, but I'd also like to have a go at explaining this: Assuming a uniform distribution (meaning, all results are equally likely), reasoning with dice is ...


4

Veteran White Wolf writer/designer Malcolm Sheppard designed the skeleton of such a system, called it "Fast Darkness," and posted it to his Mob United blog. It's at least as complete as the Microlite20 version and has a better pedigree. Other stripped-down versions of the nWoD system can be found in the World of Darkness: Mirrors sourcebook, which is ...


4

White wolf has a social combat system in Second edition Exalted. I don't know how closely this fits to what you want or whether it's too similar to the examples you posted in the question. I've never played it through, but I do know of people who do and like it's oddities compared to some other systems. To start it's a very literal conversion from Combat to ...


4

While I'm not aware of any good cannon rules for nWoD that override a character's ethical actions, I personally had some success with adapting the Exalted virtue system to nWoD. Functionally, each character assigns points to their four virtues (Compassion, Temperance, Valor, Conviction) and you can make them pass a virtue check to complete an action that ...


4

No, there is no rule within WoD for this, you'll need to house rule. There are any number of personality mechanics out there in RPG-land that provide different levels of prescriptiveness in their execution. Don't Do That - Or Change Your Approach To start off, you should carefully consider whether prescriptive personality mechanics are the right way to ...


4

I would say this depends on how the Auspex power is handled by your character/world as the books themselves do very little to expand on if the colours representing emotions/etc by using the power are "known" or have to be learnt; personally I've always worked with this sort of thing: For clans like the Tremere such things as Auspex would be taught, the ...



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