![]() ![]() To keep the game balanced, only one supernatural template can be applied per character. For instance, with a Vampire character, a template describing certain vampiric attributes (Disciplines, Blood points, etc.) is added. In the Storytelling System, playable supernatural characters are created by applying a template to the character during character creation, before Merits or Experience. Characters can regain willpower by fulfilling their Virtue or Vice. A Vice is a basic weakness in the character's personality, and a flaw or guilty pleasure they may indulge even while knowing that there may be consequences to suffer. A Virtue is some defining quality of a character's personality and an ideal which they struggle to aspire. In the Storytelling System, each character has one Virtue and one Vice. Most of these either exist as pre-assigned values as part of character creation, or are derived from one or more of the character's Attributes or Skills. ![]() Unlike attributes, however, abilities can have no dots filled in to represent a complete lack of training and experience.Īdvantages in the game are such things as the character's Defense score, Health, Initiative, Morality, Size, Speed, and Willpower. Like Attributes, each Ability / Skill has up to five dots to represent a character's abilities. Attributes generally cannot have a rank of zero within the Storytelling System.Ĭharacters have a wide array of Skills (Storytelling) or Abilities (Storyteller) to choose from that represent specialized areas of knowledge. Two dots represents an average capacity in that attribute, while five displays the peak of human ability. In the Storytelling System, Attributes are also divided into three use-based categories: Power (the ability to alter one's environment), Finesse (the ability to use power efficiently), and Resilience (the ability to cope with power being exercised upon one's self).Īll Attributes are rated on a scale from one to five dots. A set of dice representing the Dots in an Attribute or Skill forms a Dice Pool that the character uses to see if he/she succeeds or fails at specific tasks.Ĭharacters have nine Attributes in three groups: Mental, Physical, and Social. The more Dots in an Attribute or Skill, the better the character is at those abilities. Each Dot represents a ten-sided die ( d10). Storytelling System characters are built with character points that represent a Dot on their character sheets. The Storytelling System premiered in The World of Darkness in 2004. It was replaced by the Storytelling System, a more streamlined rule set. The Storyteller System was discontinued in 2003 after completing the metaplot building up since Vampire: The Masquerade. ![]() The World of Darkness games exclusively used this ruleset, as did Street Fighter: The Storytelling Game (1995), Trinity (1999), and Exalted (2001). Over the next few years, several games were published under this rule set. Tom Dowd, co-designer for Shadowrun, worked with Rein-Hagen to adapt the core mechanics from his previous game success to use d10 instead of d6 for calculating probability. While on the road to Gen Con '90, Mark Rein-Hagen came upon the idea of a new game design that would become Vampire: The Masquerade. ![]()
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