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Goll
Vice Captain

PostPosted: Tue Oct 11, 2005 11:43 am


RULES


ALL PLAYERS MUST FOLLOW GUILD RULES!!! I CANNOT STRESS THIS ENOUGH!!

Anytime I render a desicion on the RP, it is final. No ifs, ans, or buts.
This is a WAY more in depth RP than most of the ones in Gaia.

In this game, you character CAN and, if you act stupid, WILL DIE!

If your character does die, they cannot be brought back. You must go through the process of creating a new character, and RP the new character's interaction with the old players. And no Power-Playing, where you new character knows what the old one did.

Just remember, it's only a game... Or is it?
Description


Everyone has had the sense at least once in their lives that things are not right with the world, that not everything is as it seems. We sometimes feel that sinister truths hide behind a facade of normality, veiled partially by the rational, orderly "natural laws" taught to us by science. We're told that medieval beliefs in monsters and magic were merely primitive superstitions. We're too wise for that sort of foolishness these days. Or so we assure ourselves. But at night, when the shadows grow long and the wind whistles through the trees, we shudder and remember older truths, the truths of our ancestors, who were right to fear the dark.

We know deep down that the world is a far more terrifying place than we allow our rational minds to acknowledge. To accept this subconscious truth is to invite madness, to succumb to the raw chaos that lurks at the edges of you preception. Best to shut our eyes, pretend it's not there. If we don't see it, it might not see us.

Pretending something is not there, however does not make it go away. It onl helps it to hide better -- and predators like to hide from their prey, lest it be scared away.

A world where such predators truly existed is a conspiracy theorist's worst nightmare. In such a reality, unseen beings hatch incognito plots agains us, pulling our strings lie puppeteers looming above us, hidden in the darkness beyond the stage lights. Our only protection it our ignorance, the obliviousness that allows us to keep going day by day, building toward "something meaningful" -- a career, a home, a family. Allegations about secret masters or creatures lurking in the night simply lack evidence. If there things are real, why don;t we see them on the evening news? Even Internet sites dedicated to exposing unknown forces in our lives can't produce a single, verifiable picture. It's hard to belive in something we can't see.

...Maybe They want it that way.
Welcome to the World of Darkness.
((Page 15, World of Darkness Core Book, White-Wolf Publishing))  
PostPosted: Wed Oct 12, 2005 11:32 am


How to Play


Setting up a character can be a little confusing, but once you get the character all figured out, the game is pretty much straight forward. Your character has stats, on which you make roll for specific actions. The basic stats are called the Attributes, and consist of:

Physical
Strength- Physical might. Sheer bodily power
Dexterity- How quickly and with how much finesse you character responds to their physical world.
Stamina -A mesure of how tough your character is.

Mental-
Intelligence- The raw power of the mind. Cognitive Capacity.
Wits- The ability to think on one's feet, under pressure or duress, without letting them see you sweat.
Resolve- The focus and determineation to see you character's will done.

Social
Presence- The power of your character's very identity
Manipulation- The capacity to play upon desires, hopes and needs of others to influence them.
Composure- The ability to remain calm and appear -- and actually be -- unfazed in social and threatening situations, usually harrowing ones.

The first of the three types (Strength, Intelligence, Presence) are the Power stats. They are the pure brawn behind the action.
The second (Dexterity, Wits, Manipulation) are the Finesse stats. They are the subtle ways of accomplishing the task.
The last (Stamina, Resolve, Composure) are the Resistance stats. They are used to resist ...stuff...

Simple, right? Okay, now it gets a little more in depth. I'll try to keep it simple, but it is pretty hard to do that without losing the meaning...

Next come the Skills. They are paired up with a single attribute to form the dice pool. They are also in the Physical, Mental, Social setup, but there are more of them. I'll explain what each does after the name.

Physical-
Athletics
- How well you run, jump, etc.
Brawl- Fist-fighting
Drive- Explains itself.
Firearms- How well you aim and fire a gun/bow.
Larceny- Theft, burglary
Survival- How well you are able to survive harsh conditions.
Weaponry- How well you use a melee weapon.

Mental-
Academics
- School smarts
Computer- If you know your way around a Dell or not.
Crafts- How well you can build/rebuild/dismantle something
Investigation- Looking into a subject in depth
Medicine- Can you bandage a cut, or do open heart surgery
Occult- How well you are familiar with the darker side of the world
Politics- How well you are familiar with the really dark side of the world. rofl
Science- If you know what the chemical formula of water is, or just know it's wet.

Social-
Animal Ken
- How well you handle animals
Empathy- If you can sense what others are feeling
Expression- How well you let others know you're feeling
Intimidation- How you make others feel
Persuasion- Getting what you want out of someone through less than forceful ways
Socialize- How well you fit in in any social situation
Streetwise- If you know what's going on in the streets
Subterfuge- Being able to tell if someone is lying or not.

One Skill can be paired up with one Attribute. No exceptions. An Attribute can be use alone, if the situation calls for it. (I.E. Lifting something heavy would be just Strength.)

Goll
Vice Captain


Goll
Vice Captain

PostPosted: Wed Oct 12, 2005 1:10 pm


(Whew! Lotta typing...)
Okay. Now, I'm sure you're asking, how do I get my stats? Well, it's very simple. Every character will start off with the same amount of stats. (Not nessecarily at the same time, just, they all get the same starting stats, whenever they join) The rest can be gained through experience points, which will be handed out by myself, and possibly one other mod, every two weeks, or so.

Okay, now I'll give an example of a character sheet and how to set it up. Anything within parenthesis is not needed in the final sheet



Name:
Age:
Concept: (What your character is. I.E. Alcoholic Actor, Pothead Singer (Guess who I got that one from!! xd ) Keep it within reason... I don't want everyone to be a ninja, or jujitzu master... Keep yourself in real life in mind. You can exaggerate a tiny bit.)



Attributes

Physical
Strength: 1 to 5
Dexterity: 1 to 5
Stamina: 1 to 5

Mental
Intelligence: 1 to 5
Wits: 1 to 5
Resolve: 1 to 5

Social
Presence: 1 to 5
Manipulation: 1 to 5
Composure: 1 to 5

((All attributes have a minimum of 1. This doesn't take away from the other points you put in next.))

(Next, select which of the three categories will be your main one(Physical, Mental, Social), keeping your concept in mind. Then select the seconday category.
The Primary Category gets 5 additional points to put in. Keep in mind that you cannot raise a stat above 4 starting out. It can be raised to 5 with experience, the rules of which will be explained later.
The Seconday Category gets 4 addtional points to put in.
The Remidiary Category get 3 points.)



(The Skills are basically the same, with the exception that they have no minimum for their stats. Thus, not every stat will have points in it, making it more difficult if you want to do something related to that stat. Plus, it makes more sense. Why would a musician know how to disarm a bomb, unless he's made a few himself...)

Skills

Physical
Athletics- 0 to 5
Brawl- 0 to 5
Drive- 0 to 5
Firearms- 0 to 5
Larceny- 0 to 5
Stealth- 0 to 5
Survival- 0 to 5
Weaponry- 0 to 5

Mental
Academics- 0 to 5
Computer- 0 to 5
Crafts- 0 to 5
Investigation- 0 to 5
Medicine- 0 to 5
Occult- 0 to 5
Politics- 0 to 5
Science- 0 to 5

Social
Animal Ken- 0 to 5
Empathy- 0 to 5
Expression- 0 to 5
Intimidation- 0 to 5
Persuasion- 0 to 5
Socialize- 0 to 5
Streetwise- 0 to 5
Subterfuge- 0 to 5


((Same concept as the Attributes. Select a Primary, a Secondary, and a Remidiary. The points are different though.
Primary- 11 points
Secondary- 7 points
Remidiary- 4 points))

(Again, no Skill can be raised above 4 starting out)


(Here's all the little stuff that'll let us know how close you are to death, and how good your chances are for survival.)

Health= (Stamina + 5)
Defense= (Lowest of Dexterity or wits. It tells us how many dice to take away from the attacks against you in close
range only)
Armor= (has to be purchased, which will cost experience points, but adds to defense, and works against ranged attacks.)
Weapons= (Must be purchased.)

Experience= (Given by either me or Matej every two weeks. Depends on participation, skill, and other factors. Used to buy equipment, or better stats.)
PostPosted: Wed Oct 12, 2005 1:22 pm


Here's my sheet. You can copy from this format, cause it'll have less stuff to erase...

Name: Goll
Age: 21
Concept: Fighting Actor
Player: Goll

Attributes
Physical
Strength: 2
Dexterity: 3
Stamina: 2

Mental
Intelligence: 2
Wits: 2
Resolve: 2

Social
Presence: 3
Manipulation: 2
Composure: 3

Skills

Physical
Athletics- 2
Brawl- 2
Drive- 1
Firearms- 0
Larceny- 0
Stealth- 1
Survival- 0
Weaponry- 1

Mental
Academics- 1
Computer- 2
Crafts- 0
Investigation- 0
Medicine- 1
Occult- 0
Politics- 0
Science- 0

Social
Animal Ken- 0
Empathy- 2
Expression- 2
Intimidation- 1
Persuasion- 3
Socialize- 1
Streetwise- 1
Subterfuge- 1

Health= 7
Defense= 2
Armor= None
Weapons= None


Experience=

Goll
Vice Captain


Goll
Vice Captain

PostPosted: Wed Oct 12, 2005 4:42 pm


How to Play


Okay, I'm gonna break this down the best I can. Most of this is from the WOD handbook.

Dice

Like most roleplaying games played around a table, World of Darkness uses dice to determine the whims of chance. Anytime a character performs an action under adverse conditions or when the outcome is unclear, his/her player rolls dice to see wheter the task succeds or fails.
World of Darkness uses 10-sided dice. The better your character is at performing a task, the more dice you will need. We call the handful (in a loose sense of the word) of dice rolled to represent a character's abilities a dice pool.

Modifiers

Various conditions and circumstances can greatly improve or hinder your character's tasks, represented by bonuses and/or penalties to your dice pool. On one hand, quality tools might give him a bonus to repair a car, or a Stradivarius violin might give him a bonus to play a symphony. On the other hand, a thunderstorm might cause hazardous driving conditions, levying a penalty on any driving rolls, and a distant target is hard to hit with a gun, represented by range penalties. For example, when shooting a target 30 yards away with his Glock 17 (medium range for the gun), your character suffers a -2 penalty.
The mods determine wheter or not any circumstances impose dice-roll modifiers, and how great the modifiers are. Normally, we won't do anything, unless we make a post, saying something like "There is a heavy fog, imposing a -1 penalty for all sight based rolls for x time."

Dice Pool

So, we can say that a dice pool is determined like so:
Attribute+Skill+Equipment Bonus+/-Mod-determined modifiers (if any)
There are a few other complications, but unless we run into them, I won't explain them now.

Rolling the Dice
Now that you know what to roll, let's see how to read the results. Each die that rolls a result of 8, 9, or 10 is considered a success. You might have more than one of these in which case you have multiple successes. This doesn't just tell you wheter your character succeeds or fails - it shows how well they do.
If none of your dice roll any of these numbers, your roll fails. It's rarely fatal. It's most often simply a setback, and your character can usually try the action again. (Or again, and again, as in the case of combat.)
Obviously the more dice you have inyour dice pool, the better your chances of success, and the greater your odds in gaining multiple successes.
In addition, there is a special rule called "10 Again." Whenever you roll a 10 on any die, you may roll that die again. If that die rolls 8, 9, or 10, you've got another success. In fact, if it rolls 10 once again, you can keep rolling as long as you keep getting 10's, accumulating more and more successes along the way. So, if yourolled three dice for a result of 2, 8, and 10, you'd have two successes. That 10 is re-rolled, however. If it turns up an 8 or 9, that's a third success and the roll stops. In the case of another 10, that's another success, and the die is re-rolled until no more 10's result.

Types of Actions
There are two types of actions. Instant and Extended. Obviously, it takes longer to rebuild a car engine than to fire a gun. An Instant action takes place... instantly... There's one roll, and the results are what takes place at that moment.
An extended action is a little more tricky, thus it will only be mod issued. You need to collect a certain amount of successes over a given time. Your character normally is working under time constraints, such as they need to re-program a computer in 4 hours. And they have a limit to how many rolls they can make, such as they can only roll once for every hour of work (Obviously, time works differently inside the game. You don't actually have to wait the full hour, just say an hour has passed in the game.) The amount of successes is normally pretty large, making it hard to get within the first roll, unless you roll tens. But anyway, I'll give an example of both.

Instant
The crook holds hostage the china doll that Travis so dearly needs. If the doll is damaged, the spirit of Travis' deceased grandmother will haunt him forever. Trying to buy time, the crook throws the doll and makes a run for it. Travis races to catch the special toy. The situation calls for a Dexterity+Athletics roll. Travis' Dextertity is 3 and his athletics is 1. He has no special tools or benifits to apply to the effort. Meanwhile, there's a whole room full of furniture for Travis to navigate to get to the doll in time (The mod will put a -3 penalty in this situation, though, like I said, normally we won't interfere, unless it's an obvious penalty). The result is a dice pool of one (3+1-3). The roll turns up a 2. Travis dives and falls short as the doll shatters on the floor, just out of reach. Somewhere within the house, a disembodied wail echoes...

Extended

Marcus attempts to frame in his basement as a shelter, complete with booby traps and secret compartments. The Mod rules this as an extended effort, with each roll demanding one day. A total number of 15 successes is required. Marcus' Intelligence + Crafts is 6, and he has some high-quality tools that offer a +1 bonus.
If time were of the essence, the Mod might decide that Marcus needs 15 sucesses in four days- four rolls. If he doesn't have them in time, the shelter is useless when that
thing in his neighborhood comes looking for food.
Alternatively, if time is not an issure but Marcus' own capabilities are, all 15 successes would need to be accumulated in six rolls (the total of his Intelligence + Crafts). In six rolls, Marcus has only 13 successes. He hasn't been able to overcome certain snags and his basement is cluttered with boards and gear. The Mod lets him try again in the future, though. It's decided that he process can begin again in a week. This time, however, all rolls suffer a -1 penalty because this is a subsequent attempt. Marcus stacks the odds in his favor and gets some self-help books and even better tool. The bonuses this new equipment offers helps him get 15 successes in six rolls, dispite the -1 penalty that each roll suffers. Had even this attempt failed, the Mod could have allowed a third, but all rolls would suffer a -2 penalty instead.
PostPosted: Fri Oct 21, 2005 9:14 am



Goll
Vice Captain


Goll
Vice Captain

PostPosted: Mon Nov 14, 2005 1:02 pm


Examples of Rolls


Okay... I guess I'll give you an easy way to figure out how to construct your dice pools...

-Basically, what attribute would apply to the situation best? And, that's not in the sense of "Which one is higher?", but, in real life, "Which one would I use?"

-After figuring out which attribute, then figure out if any abilities apply. Remember, they might not, as in only the Strength attribute applies to lifting.

I'll post all the different examples of rolls in the book later, if people are still having trouble grasping it. pirate
PostPosted: Mon Nov 14, 2005 1:03 pm



Goll
Vice Captain


canyoufeeltehlame

PostPosted: Mon Nov 21, 2005 10:15 pm


Goll

((Right now, I'm too freakin' lazy to write 'em all out... I might get Matej to do it... I dunno...))


(Just let me know when you want me to do examples, I'll do them when I can man.)
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