Post by Storyteller on Sept 14, 2016 16:06:24 GMT
Basic Rules
Taking Actions: A character can attempt any action they want. Any menial action will pass automatically. Other actions require dice rolls. Actions may require multiple dice rolls – thereby being an Extended Action, taking several separate successful actions to complete. An Action may be Resisted, as well, where another character seeks to stop the initial action. Some actions do not take any “time” - they are Reflexive Actions. Finally, if there is time pressure, such as in combat or when in a falling plane, a character may take Multiple Actions roughly simultaneously, at the cost of some efficiency.
Skill Tests: To pass a Skill Test, a player rolls a Dice Pool consisting of an Attribute and a Skill decided by the GM. For instance, if a character has 3 Perception and 2 Alertness and is trying to listen if guards are coming, they would roll 5 dice (D10s). Each die that equals or passes the Difficulty Number decided upon by the GM is a Success. A Skill Test may require multiple Successes to complete. Each roll of a 1 cancels out one Success; if there are more 1s than Successes, the roll is Botched (result at the discretion of the GM).
An action which is necessarily extended in time (an Extended Action) – a long-distance cross country Dexterity+Drive action, for instance – may not require multiple Successes on one roll, but it will require several Successful rolls.
An action which is opposed (a Resisted Action) – a white hat hacker trying to cut out an interloper, for instance – has its number of Successes reduced by the number of Successes rolled by its opposer. In certain situations, this may end up “reversing” the result entirely – the white hat might trace back the attacker.
If you take Multiple Actions in a turn, the first action loses a number of dice from its Dice Pool equal to the total number of Actions in the turn (x); the second action loses x+1.
Using Rage: You have a number of Rage Points equals to the number of dots in your Rage rating. You may spend Rage Points (without reducing the overall rating) to do the following: take Multiple Actions without taking any Dice Pool penalty (with some restrictions in combat); to change Forms without making any rolls; to recover from being Stunned; to ignore certain dice penalties in Combat; and to keep your character going when otherwise they would be Incapacitated.
If, when called upon to roll your Rage rating, you achieve four or more Successes, your character enters Frenzy, where they lose a significant amount of control over their actions. If you spend all of your Rage of Willpower Points, you “lose the wolf” and revert to Breed form and cannot shift until you regain Rage and/or Willpower points.
You may regain Rage by seeing the moon at night; during a tense confrontation; at the start of a new story; or as the result of a stressful Botch or awful humiliation.
Using Gnosis: You have a number of Gnosis Points equals to the number of dots in your Gnosis rating. You can spend Gnosis Points (without reducing the overall rating) to activate Gifts or attune or activate Fetishes. You cannot use both Rage and Gnosis Points in the same turn. Your effective Gnosis rating may be reduced by carrying Silver. You may recover Gnosis Points by meditation, bargaining with Spirits (or in special Sacred Hunts of sacrificial Spirits), or between stories.
Using Willpower: You have a number of Willpower Points equal to the number of dots in your Willpower rating. These Willpower Points may be spent (without reducing the overall rating) to procure automatic successes on Actions (but not on rolls involving your Gifts or on damage rolls). Willpower Points may be recovered in the following ways: you can recover all of your points at the end of a story; if your character performs the duty of their Auspice well, you may regain one to three Willpower Points at the discretion of the GM; or if your character achieves something important to them, the GM may grant one Willpower Point back.
Taking Actions: A character can attempt any action they want. Any menial action will pass automatically. Other actions require dice rolls. Actions may require multiple dice rolls – thereby being an Extended Action, taking several separate successful actions to complete. An Action may be Resisted, as well, where another character seeks to stop the initial action. Some actions do not take any “time” - they are Reflexive Actions. Finally, if there is time pressure, such as in combat or when in a falling plane, a character may take Multiple Actions roughly simultaneously, at the cost of some efficiency.
Skill Tests: To pass a Skill Test, a player rolls a Dice Pool consisting of an Attribute and a Skill decided by the GM. For instance, if a character has 3 Perception and 2 Alertness and is trying to listen if guards are coming, they would roll 5 dice (D10s). Each die that equals or passes the Difficulty Number decided upon by the GM is a Success. A Skill Test may require multiple Successes to complete. Each roll of a 1 cancels out one Success; if there are more 1s than Successes, the roll is Botched (result at the discretion of the GM).
An action which is necessarily extended in time (an Extended Action) – a long-distance cross country Dexterity+Drive action, for instance – may not require multiple Successes on one roll, but it will require several Successful rolls.
An action which is opposed (a Resisted Action) – a white hat hacker trying to cut out an interloper, for instance – has its number of Successes reduced by the number of Successes rolled by its opposer. In certain situations, this may end up “reversing” the result entirely – the white hat might trace back the attacker.
If you take Multiple Actions in a turn, the first action loses a number of dice from its Dice Pool equal to the total number of Actions in the turn (x); the second action loses x+1.
Using Rage: You have a number of Rage Points equals to the number of dots in your Rage rating. You may spend Rage Points (without reducing the overall rating) to do the following: take Multiple Actions without taking any Dice Pool penalty (with some restrictions in combat); to change Forms without making any rolls; to recover from being Stunned; to ignore certain dice penalties in Combat; and to keep your character going when otherwise they would be Incapacitated.
If, when called upon to roll your Rage rating, you achieve four or more Successes, your character enters Frenzy, where they lose a significant amount of control over their actions. If you spend all of your Rage of Willpower Points, you “lose the wolf” and revert to Breed form and cannot shift until you regain Rage and/or Willpower points.
You may regain Rage by seeing the moon at night; during a tense confrontation; at the start of a new story; or as the result of a stressful Botch or awful humiliation.
Using Gnosis: You have a number of Gnosis Points equals to the number of dots in your Gnosis rating. You can spend Gnosis Points (without reducing the overall rating) to activate Gifts or attune or activate Fetishes. You cannot use both Rage and Gnosis Points in the same turn. Your effective Gnosis rating may be reduced by carrying Silver. You may recover Gnosis Points by meditation, bargaining with Spirits (or in special Sacred Hunts of sacrificial Spirits), or between stories.
Using Willpower: You have a number of Willpower Points equal to the number of dots in your Willpower rating. These Willpower Points may be spent (without reducing the overall rating) to procure automatic successes on Actions (but not on rolls involving your Gifts or on damage rolls). Willpower Points may be recovered in the following ways: you can recover all of your points at the end of a story; if your character performs the duty of their Auspice well, you may regain one to three Willpower Points at the discretion of the GM; or if your character achieves something important to them, the GM may grant one Willpower Point back.