Professional Documents
Culture Documents
WoD Storyteller System Expanded Mechanics
WoD Storyteller System Expanded Mechanics
STORYTELLER SYSTEM
Expanded Mechanics
and Permutations
1
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
P Mental
art of the strength of the Storyteller
system that powers the World of Darkness is
that the Storyteller is able to make judgment these systems cover tasks involving the three
calls on the fly. The Storyteller always determines Mental Attributes: Intelligence, Wits, and Resolve.
which dice pool a player builds to attempt any feat or Mental tests can provide you with information about
action, and they can always change it to better serve things your character knows but the player does not,
the narrative. and to also determine if the character knows some-
That said, characters often attempt the following thing the player knows.
relatively common activities during play. These spe-
cific dice pools and rules exist to guide the Storytell-
er. By design, these guidelines can be used across all
Artistic Creation
the World of Darkness tabletop storytelling games. some characters are artists, musicians, or
Note that specific circumstances in each game may poets (or were while they were alive…) and cultivate
supersede these suggestions; that’s why they’re their creative spark as a way to deal with the horrors
guidelines. For example, a Hunter’s quarry may have they face or just to stave off the ennui of endless,
a specific power that inflicts a unique type of fire deathless nights. Others attempt to clothe their Muse
damage, or a rampaging spirit might be mollified by with inhuman glories. Camarilla Courts might com-
a particular type of intimidation or carousing from pete in art as in all things, while a Hunter may pride
a werewolf. And everyone knows that sunlight is themselves on their MC skills, while a mage might
anathema to vampires…. compose vast murals of occult graffiti.
Which is to say, as Storyteller, you have free rein Normally, players can have their characters create
to use these permutations as a baseline to design various pieces of art to their heart’s content, but in
antagonists or challenges that test the capacities of some cases, when they wish to accomplish something
your players’ coteries, cells, packs, and other groups with their art, such as impressing someone, it might
of protagonists. be prudent to roll.
The Attribute in the pool varies: Intelligence is
most common, but a clever satire might use Wits
2
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
or Manipulation, or a delicate ivory carving might troupe, it and depends heavily on the level of realism
require Dexterity or Resolve. Plastic arts use Craft as in your stories.
the Skill; performing arts use Performance; architec-
ture and literary arts use Academics.
Art conveying a secret message (e.g., forbidden Concealment
love, political samizdat, occult codes) uses the “encod- disguising one’s hideout, cleaning up blood-
ed” Skill (e.g., Insight, Politics, Occult) but requires a stains, disposing of bodies, camouflaging Elysium or
higher rating in the “surface” artistic Skill. a caern site — the occult nature of World of Darkness
The quality of the work depends on the number protagonists by definition demands concealment.
of successes the artist achieves or on the risks taken. Camouflage in nature or burying a body there
A particularly egregious failure critical might betray undetectably uses Intelligence + Survival as its pool.
unintended secrets to a knowledgeable onlooker (such Urban camouflage uses Intelligence + Streetwise,
as threatening the Masquerade for vampires); a clean though some characters get creative and use Academ-
critical might be worth a boon. ics (Architecture) or Craft (Interior Design) to make
one building appear like another.
Building false compartments or secret chambers
Computer Use uses Intelligence + Craft (Carpentry) or Intelligence +
computers are as essential to modern chron- Academics (Architecture), if you trust your work-
icles as they are dangerous, and clever characters can force. Cleaning up a murder scene tests Resolve +
use them for everything from finding information Larceny; concentration and focus are essential, if you
to sabotaging security systems to sharing damning want to remove every drop of DNA.
photos of their rivals across social media. The result of your concealment test becomes the
Many Skills simply require (or assume) basic com- Difficulty for anyone trying to spot what you have
puter use; Investigation, for example, hardly func- hidden.
tions in these nights without a few database searches.
Academics and Science likewise comprise at least a
quick Google or JSTOR trawl. Other Skills function Explosives
on a computer just like they might off it — lying in from ieds by a desolate roadside to an impromp-
a bar room and lying in a chat room both involve tu Primacord crypt opening, explosives can play a
Subterfuge. dramatic part in the lives and unlives of the players’
Hacking into a computer system by writing or characters or those who cross them.
deploying code script to subvert it uses Intelligence Creating explosives uses Intelligence + Science.
+ Technology against a Difficulty dependent on the Building a bomb uses explosives (made or sourced) as
system’s security (4 for decent corporate security, 6 well as Intelligence + Technology (or Craft, for old-
for secure databases, 8+ for the NSA). If the character school bombs made of clock parts and colored wires).
rolls a total failure, they alert security to their pres- The pool for using a pre-made bomb or explosive
ence. In some chronicles, hacking may be resolved as depends on its purpose; blowing a safe or breaching
a conflict. a wall uses Intelligence + Larceny, controlled demoli-
Most hacking in the real world is social engineer- tion uses Intelligence + Science (Engineering), setting
ing: convincing an administrative assistant to re-enter a car bomb uses Intelligence + Technology. Just
their password online, sending phishing emails, or tossing a grenade or a stick of dynamite is a regular
just buying a bunch of passwords from an extremely throwing action (see below).
online malcontent. Those hacks use different pools A total failure on any roll with explosives may
(Manipulation + Subterfuge or Intelligence + Street- cause an accident, ruin the materials, detonate the ex-
wise, for example) and total failure attracts a different plosive prematurely, or result in something else at the
sort of exposure. Storyteller’s discretion. Fuck around (with explosives)
At the end of the day, what exactly can be accom- and find out.
plished by hacking and how long it takes is up to the
3
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
4
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
T
hese systems generally cover ac- Cold and Freezing
tions involving the three Physical Attributes
after an hour of extreme cold, players must roll
(Strength, Dexterity, and Stamina). These
Stamina + Resolve (Difficulty 2) for their characters
feats typically require a test.
to keep moving. They test again each hour, increasing
Not everything is overtly an action here; some
the Difficulty by 1 for each roll. On a failure, they
situations are environmental hazards or the result
stop moving. An hour after that, their flesh freezes
of failed actions. Note also that these systems are in-
solid and they very quickly die thereafter.
tended to serve a story’s narrative flow rather than be
Cold affects different creatures in the World of
overtly realistic. If your troupe’s story involves surviv-
Darkness differently. For example, vampires can-
al in winter tundra, you might prefer a more granular
not die from cold, but they can suffer the effects of
system for cold and freezing, for example, and should
frostbite and even become entirely frozen in severe
use the proposed system as a baseline.
temperatures.
5
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
6
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
7
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
Sneaking
a sneaking (or hiding) character pits their
Dexterity + Stealth against a watching (or searching)
character’s Wits + Awareness in a basic contest. Dark-
ness, background noise or other distractions, or being
downwind may add a die to the sneaker’s roll; security
devices, scanners, or superior vantage points may add
dice to that of the watcher.
Like shadowing, vampires using Obfuscate may
not have to make tests to sneak. Other special effects
may come into play as well, such as the rough impres-
sion a Hunter’s ability to Sense the Unnatural may
give, or a werewolf’s Gift that grants them enhanced
alertness.
Surprise
achieving surprise in a combat situation
generally requires some sort of roll, such as Dexterity
is discovered, but doesn’t know this fact, use Wits + + Stealth vs. the best opposing Wits + Awareness.
Stealth or Streetwise vs. Wits + Awareness to shake (Remember you can Take Half for large parties of
the surveillance. If everyone knows, the feat is no Storyteller characters to speed up play.) This includes
longer shadowing; it’s now a pursuit! attacks from supernatural concealment effects such as
Award bonus dice to the shadower in busy areas vs. Obfuscate.
an unaware target, but to the quarry instead, if they Surprise can extend to non-combat and other
know and are trying to shake off the tail. Award one narrative situations, as well. For example, a Kindred
additional dice in busy areas, or two additional dice coterie may wait in Elysium to make an accusation of
in crowded areas or areas with many potential exits the ancilla bedeviling them when she arrives, before
and blind spots (e.g., wooded parks, train stations, she can ingratiate herself with the Camarilla luminar-
department stores). ies present.
Unless potential helpers are masters of disguise (or The first attack or action with successful surprise
can somehow shapeshift to resemble the target), only should generally be made against a static Difficulty
the shadower’s side benefits from teamwork. Vampires 1, allowing for devastating strikes, witty ambushes,
using Obfuscate may not need to test at all to shadow or simply having one’s tools at the ready to meet the
mortals. challenge before the challenge knows what hit it.
8
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
by the current or drowning (or sinking, for vampires), of their autonomy, but in “mundane” circumstances,
roll Stamina + Athletics against a Difficulty set by the the player’s character is free to react as they wish.
weather conditions.
Modifiers
cloud cover.
D rowning
after a period of duress in water (or, uh, what- Attitude Difficulty modifier
ever other liquid the environment contains), players Loyal/Devoted -1
must roll Stamina + Resolve (Difficulty 2) for their Friendly/Weak +/- 0
characters to not start drowning. They test again each Indifferent +1
period, increasing the Difficulty by 1 for each roll. On Suspicious +2
a failure, they begin drowning. One additional duress Aggressive/Unfriendly +3
period after that, their lungs have filled with water Hostile/Violent +5
(or whatever) and they drown. This is usually fatal to
anything that breathes, though they may be revived Loyal/Devoted individuals may risk their careers,
(before death) with a Resolve + Medicine test at a Dif- and possibly their lives, for you. They readily give
ficulty 3-5, depending on the time spent submerged. any information they think will help you, whether
The Storyteller decides what a “period of duress” requested or not, and may perform services such as
is, informed by the severity of circumstances, the watching captives, providing medical care, breaking
violence of the current, the temperature of the liquid, down doors, or distracting the cops. They will follow
etc. your lead and agree to your plan with few questions
asked, even if it seems risky.
Throwing Things Friendly/ Weak individuals will not readily harm
you, and they may try to prevent others from harm-
a character throwing a weapon at a target ing you. They will answer any questions you ask, if
tests Dexterity + Athletics. For especially strong they seem reasonable or safe. They will recommend
supernatural creatures, this may include things not reliable service providers, speak up on your behalf, or
usually considered weapons, like pieces of I-beam or give the occasional helpful tip. They are willing to be
cars. For Hunters (and hunters…), this often includes convinced of your plans, and they will sign on if the
Molotov cocktails or even military-grade throwables benefits are clear.
like grenades. Indifferent individuals will not go out of their way
to harm you without clear orders or benefit. They may
Social Feats
answer some questions, if politeness or profit beckon.
They will not bestir themselves to help you without
clear reason. Your plans strike them as risky and fool-
T
hese systems cover tasks involving the ish, but they are unlikely to actively prevent you from
three Social Attributes (Charisma, Manipu- trying them as long as they can stay safely out of it.
lation, and Composure). In general, Story- Suspicious individuals suspect your intentions
teller characters react to the characters based on their might be unwholesome, illegal, or otherwise danger-
actions. ous, but they have no reason to harm you — yet. They
Many players don’t like having the dice dictate respond with minimal courtesy or professionalism.
their character’s response to a Storyteller character, They are unlikely to listen to your plans, unless you
and they often prefer playing a full social interac- show immediate reasons or benefits for doing so.
tion rather than roll a basic contest. One easy rule of Aggressive/ Unfriendly individuals will harm
thumb here is that a roll is reasonable if it reflects a you if they think they can get away with it, keep a
supernatural power’s effect that deprives the character wary eye on you, and will egg others on to harm you.
9
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
10
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
11
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
Maneuver
This option involves attaining an advantaged posi-
tion, either in order to be able to take other actions at
all, or to claim an advantage, such as flanking a foe,
making sure one is alone with the object of their de-
12
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
13
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
14
s t o r y t e l l e r s y s t e m e x pa n d e d m e c h a n i c s a n d p e r m u tat i o n s
Minor Actions then makes one roll of a conflict dice pool, without
Willpower re-rolls or Traits specific to their supernat-
some actions might not warrant a full ex- ural creature type, at the set Difficulty. (The opposi-
change, but are still too consequential to justify being tion doesn’t roll.) The more players’ characters who
done for free. These shouldn’t be actions that require win, the better the results. If the majority of the play-
a roll or that might otherwise be opposed in some ers’ characters win, the opposition might for example
way. Minor actions subtract dice from your charac- break, fall down wounded, storm off in a fit of pique,
ter’s main action, and the Storyteller might put a cap surrender, or whatever else makes dramatic sense.
on how many are possible in one exchange. Readying
a weapon, handling equipment, moving more than a Sample D ifficulties
few steps, running an errand, and typing in a pass- ■ The opposition is significantly weaker or the goal
word might all be examples of minor actions, depend- is simple to achieve: Difficulty 2
ing on the scale of the conflict. ■ Both parties are equally matched or the goal is a
A character who wants to perform only minor ac- significant challenge: Difficulty 4
tions in a turn may do so, with the Storyteller setting ■ The opposition is much stronger or the goal is
a cap on how many are possible in a turn. extremely hard to reach: Difficulty 6
Movement in Conflicts Adjust the Difficulty by 1 to the side with the advan-
tage in supernatural might (Disciplines, Fights, etc.).
movement in World of Darkness stories is of- Adjust the Difficulty by 1 to the side that has the
ten abstracted, but it can nevertheless be a significant advantage of position, preparation, or surprise.
part of dramatic conflict. Perhaps a frenzied werewolf Each character then takes (Health or Willpower as
is trying to close with a ranged attacker, a skulking appropriate) damage equal to the difference between
vampire attempts to flank an unknowing victim, or their successes and twice the Difficulty. This damage
the conflict is very mobile, taking place all over the can not be mitigated by armor or supernatural means.
entire city. The nature of the damage depends on the opposi-
Generally, handle movement beyond the immedi- tion and the weapons they are using — well-armed
ate as Minor Actions (see above), but if the movement Coalition agents often cause Aggravated damage, for
is significantly opposed, it can also be handled as a example. Do not halve Superficial damage in this case.
Maneuver (see further above). Optional: Where morality systems permit, instead
If necessary, the Storyteller can usually provide of applying levels of damage, allow a player to mitigate
a simple map of the conflict. In some conflicts, the the damage with Trait loss or accumulation (such as
troupe’s Relationship Map might even become an Stains for vampires). This represents having accom-
excellent conflict map! plished their goals with acts of greater callousness.
One-Roll Conflicts
a conflict need not necessarily be resolved
as a “zoomed in” series of exchanges as in the basic
rules. It can also be resolved in a more “zoomed out”
manner, especially if it holds less potential for drama
or involves fewer players. (Or incidentally, if it involves
too many actors to turn into a meaningful conflict!)
One-roll conflicts can resolve any sort of conflict,
from a relentless brawl to a night of trading bon mots
and compliments at the Succubus Club.
Simply set a difficulty for the opposition based on
its power. Each player participating in the conflict
15