Welcome back folks to
the second installment of our character creation seminar, or… post.
In our first entry,
we went over the background of the World of Darkness and got our Attributes
sorted out. This time around, we’re going to get into Skills and Derived Traits.
Skills are exactly
what it says on the box. Each one determines how well your character does in a
certain field. There are also Skill Specializations, which further augment
those abilities.
Similar to how we
decided how to allocate our attributes, we choose a Primary, Secondary, and
Tertiary category of skills, between Physical, Mental, and Social. Only, this
time, we get eleven skill points in Primary, seven points in Secondary, and
four in Tertiary.
The skills are pretty
simple themselves!
Physical – Athletics,
Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry
Mental – Academics,
Computer, Crafts, Investigation, Medicine, Occult, Politics, Science
Social – Animal Ken,
Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise,
Subterfuge
Many of these are
self-explanatory, for example, Firearms determines your skill with guns and the
like, while Academics shows how educated you are. Some are a little more
nuanced, like Crafts, which covers all crafting from carpentry to soldering electronics,
to even basket weaving.
One main difference from before is that Skills start at 0, where Attributes started at 1.
One main difference from before is that Skills start at 0, where Attributes started at 1.
Once your skills dots
are allocated, you then choose three skill specializations to give to one or
more skills you have dots in. For example, an MMA fighter that put three or
four dots in Brawl may want Muay Thai and Grappling as two different Brawl
Specializations, and put his third one into Intense for Intimidate. The
Specializations are meant to be specific, not broad, so a Firearms Specialization
in Guns isn’t appropriate, but one in Pistols is. What’s appropriate for your
character or not is up to a discussion between you and your Storyteller. Each
specialization gives you an effective additional dot in that skill for the
purpose of that specific thing.
Your skills come into
play when trying to do things covered by that skill, combined with an
appropriate attribute. For example, the aforementioned MMA fighter tries to
grab an opponent. He would a number of d10s equal to his Strength plus his
Brawl, adding his Grapple Specialization. Let’s say he has a Strength of 3 and
a Brawl of 4, which would total 8 dice. Then you would subtract the Defense of
the opponent (explained later in this post,) which we’ll say is a 3, bringing
his dice down to 5. Rolling those 5 dice, he gets 5 6 9 4 2. Any die that comes
up with an 8 or higher is considered a success, so for this purpose, he gets
the grab. Some rolls may have a required number of successes to actually
succeed. For instance, trying to hack into a fairly secure computer may require
3 successes to complete instead of 1.
This is what a veteran sheet looks like
This is what a veteran sheet looks like
*For supernatural
characters only!*
You add the supernatural template (explained in later posts) before determining derived traits!
Don't tell your mortal friends
You add the supernatural template (explained in later posts) before determining derived traits!
Don't tell your mortal friends
Now, on to our
derived traits. They are called derived traits because they are determined by
other dots on your sheet.
The first is your
Health boxes, which is determined by your Stamina dots plus your character’s
Size (almost always 5 for an adult human). Our MMA fighter is pretty tough, so
his Stamina is 4, giving him 9 total Health boxes.
Next, we have
Willpower, which you get from your Resolve plus your Composure. Willpower is
used to augment your dice pools, and is refreshed by your Virtue and your Vice
(details in a later post.)
Now, we have Speed,
which is your characters Size (again, usually 5) plus their Strength and Dexterity.
This determines how far they can run in a single turn of combat (3 seconds)
Then, your Defense.
This is what you use to dodge attacks coming at you. You use the *lower* of
your Wits or Dexterity.
Finally, your
Initiative modifier. At the start of combat, each character rolls a d10 and
adds their initiative modifier to that roll. The Initiative modifier is your
Wits plus your Composure. Whoever has the highest Initiative score after the
roll goes first in a fight.
As the dots on your
sheet change, so do these. For instance, if you get another dot of Dexterity,
you change your Speed, Defense, and Initiative to match!
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