A primer on NWoD Stats . . .

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A primer on NWoD Stats . . .

Post  Storyteller on Thu Jan 28, 2010 12:37 pm

A little bit on NWoD Stats . . .

Attributes:

Mental:
Intelligence - Active Mental trait - directly represents your characters direct mental prowess - used for memory rolls and extrapolation/recall of knowledge in general.
Wits - Finesse Mental Trait - represents the speed and finesse which your can mentally react to their environment - used with composure to determine awareness of ones surroundings.
Resolve - Resistive Mental Trait - directly represents your characters determination and ability for long term planning. Used with Composure to determine willpower rating.

Physical:
Strength - Active Physical trait - Directly represents physical might - base stat for determining to hit in melee (Str Brawl, Str Weaponry etc) Pretty much exactly what you'd expect.
Dexterity - Finesse Physical trait - Represents your characters ability to swiftly and accurately physically react to their environment. Base stat for ranged to hit (Dex Firearms, Dex Athletics etc.) & used to determine defense;
Stamina - Resistive Physical trait- Your characters Physical heartiness - determines your characters health and resistance to physical environment.

Social:
Presence - Active Social Trait - Directly represents your characters force of personality/charisma. Used in most Intimidation and Socialize rolls.
Manipulation - Finesse Social Trail - represents your characters ability to get other people to do what you want. Used in many persuasion and subterfuge rolls.
Composure - Resistive Social Trait - represents how collected your character is in any given situation. Often used with wits to determine awareness of your surrounds.

Other traits:
Merits - (Lots of them) Speak with storyteller to determine what your merits do.
Health - Stamina+Size - Amount of Physical damage your character can sustain. Your last three health boxes confer a -1,-2 and -3 wound penalty modifier (respectively) on all non resistive rolls when marked.
Willpower - Resolve+Composure - a point of temporary willpower may be spent to get a 3 to a single action or a 2 to a single resistance. You regain 1 willpower per night of restful sleep or whenever you indulge your characters vice. Once per chapter you may regain all spent willpower by fulfilling your character's virtue.
Size - helps determines health and speed - An Adult human is typically size 5. The midget or child flaw denotes size 4, the giant Merit confers size 6.
Speed - Str+Dex+Size+Fleet of Foot Merit - how fast your character moves-determines number of yards your character can move in combat and confers advantage/disadvantage in foot chases.
Flaws - a flaw is a draw back that your character possess. When it significantly impedes your character during any given scene you will typically be awarded an extra experience at the end of the chapter.
Initiative Mod - Dex+Composure+Quick Reflexes Merit - Added to a d10 in combat to determine characters initiative order.
Defense - Lowest of Dex or Wits - Amount reflexively subtracted from opponents to hit in combat. Does not apply if your character is surprised or incapacitated or against Firearms Attacks.
Morality - Typically determines your characters moral outlook. Characters with a high morality tend to be more caring compassionate and stable members of society. Typically Morality is rolled when the character commits a depraved act - in this game Morality doubles as a sanity meter and is also rolled when witnessing or participating in something that a character's rational mind cannot reconcile.

Other Notes:
Armor - adds to the characters defense and is used to absorb damage from sources which defense may not apply (such as firearms attacks). Some types of armor are "bullet proof" and turn damage from firearms attacks from lethal to bashing damage. Heavier types of armor provide more protection, but subtract from your defense rating.

All out attack - Give you a 2 to a combat action, but deprives you of your defense;
Charge - Allows you to run (move double your speed) and attack, but deprives you of your defense;
Going Prone - Confers a -2 to Ranged attacks against you(including firearms); Gives a +2 to melee or point blank attacks;
Dodge - Double your defense, but may only move up to your sped.

(For more modifiers see pg 154 of the WoD book;)

Foot-chases - Have their own mechanics and depend on more than just your speed score.

Skills:

Mental: (-3 Untrained)
Academics: General Education and scholastic Acumen. Used for Research rolls and the like.
Computer: Almost Everyone can turn on a computer and check email (and the like) - people who possess this skill can use computers for more complicated tasks.
Crafts: Your characters ability to create physical art or repair equipment.
Investigation: Your characters ability to solve mysteries and solving puzzles. This can be used to complete the daily Sodoku puzzle or put together clues at a crime scene. Its usually a Wits Investigation roll to notice such clues and and Int Investigation to put 2 and 2 together.
Medicine: Your characters practical knowledge of the human anatomy, used to treat and diagnose physical problems in people.
Occult: Measures your character's practical knowledge of the supernatural.
Politics: Your characters Familiarity with legal and political processes and practical knowledge of how bureaucracies operate.
Science: Your character's understanding of natural sciences and ability to implement them in practical ways.

Physical: (-1 Untrained)
Athletics: Your characters overall level of fitness - used for throwing & archery attacks as well as in foot-chases.
Brawl: Your characters ability to fight barehanded - used for brawl attacks and grapple checks.
Drive: Almost everyone can drive to and from work, but a character with the drive skill is especially adept at maneuvering their vehicle to avoid road hazards, tail other cars and potentially use their vehicle as a weapon.
Firearms: Your characters ability to aim and shoot a gun as well as related knowledge.
Larceny: A broad skill used for various purposes such as evading/bypassing security systems and concealing stolen goods.
Stealth: Your characters ability to avoid unwanted attention - weather creeping through shadow or moving unnoticed through a crowd of people.
Survival: Another broad skill which involving living in the wild, from finding food and shelter to tracking game through a wilderness environment.
Weaponry: Your characters ability to use any number of melee weapons and related knowledge of these weapons.

Social: (-1 Untrained)
Animal Ken: Knowledge of animal handling, behavioral cues, anatomy and social structure. Basically when dealing with an animal refer to animal ken.
Empathy: Your characters ability to notice, understand and predict peoples moods, behaviors and motives.
Expression: Your characters ability to use communication to inform and entertain. Song, Speech and written word are all covered by expression.
Intimidation: The time honored art of using fear to influence and control another. This can take many forms from subtly implied threats to outright violence.
Persuasion: Your character's ability to convince people. For example: this skill can be used to inspire greatness, change the mind of another, or seduce a stranger.
Socialize: This skill reflects your characters ability to interact with others, from fitting in at a bar to conducting ones self at a state dinner.
Streetwise: A character with streetwise knows how to work the laws of the street to make contacts, sell/buy contraband or otherwise avail ones self of unlawful resources.
Subterfuge: The time honored art of obfuscating the truth, most often used for lying, but also used for disguising ones appearance or forging official documents. Also helps to tell when others are trying to pull a fast one on you.

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