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== World of Darkness System Specific Guide ==

This section is about the [http://www.white-wolf.com/classic-world-of-darkness W


orld of Darkness] (cWoD) system developed by White Wolf. It also includes infor
mation for the [http://www.white-wolf.com/new-world-of-darkness New World of Dar
kness] (nWoD) system.
=== Dice Rolling ===
==== Dice Pool ====
A 'dice pool' in this system is built out of d10 (10 sides) dice based on the fo
llowing formula.<br />
''Attribute + Skill + Equipment Modifiers +/- Story-teller-determined Modifiers'
'<br />
By adding up (or subtracting) these variables, a total number of dice to roll is
determined. This is your 'dice pool' for the roll. In general 'bonuses' that
add dice to the pool are given before 'penalties' that remove dice from the pool
are applied.<br />
==== Success Rolls ====
One of the most common rolls in WoD is rolling a pool of d10's and counting anyt
hing meeting the difficulty, normally 6, or better as a 'success'. nWoD uses a s
lighty different set of rules with a static difficulty of 8. Rolling a 1 subtrac
ts a success. Each 10 rolled allows the success to be counted and the dice to be
rolled again, with new successes counted toward the total number of successes.
If this roll is a 10, then the die is rolled again until there are no more 10's
rolled, this is known as "10 Again" in the system. To accumulate successes in R
oll 20, an exploding 10 feature is used to add dice to the pool automatically.<b
r />
This type of roll is represented in Roll20 as:<br />
<nowiki>/roll {Xd10!}>8f1</nowiki><br />
''Where 'X' is the number of dice in the pool.''<br />
cWoD sometimes uses exploding dice depending on what edition you use. For Revise
d and earlier editions, a 10 on a die counts as an exploding die if you had a sp
ecialty that was related to the roll. In the newer 20th Anniversary editions, th
is was changed so that 10 counts as just 2 successes for specialty related rolls
. Non-specialty rolls do not count as either of the previous two and are rolled
as normal dice. A 1 coming up on a die removes 1 success from the total successe
s for almost all rolls except for Damage and Soak rolls along with a few other m
inor cases.
<br />
nWoD is a little bit different where 1s do not subtract
y specific circumstances, often related to supernatural
of supernatural creatures may also be blessed or cursed
can give 9 again or even 8 again to rolls, or remove 10
Normal nWoD Success roll <br />
<nowiki>/roll Xd10>8!</nowiki><br />
With 9 again:
<nowiki>/roll Xd10>8!>9 </nowiki><br />
Without 10 again:
<nowiki>/roll Xd10>8</nowiki><br />

success except under ver


stuff. Certain subtypes
in certain areas, which
again. <br />

==== Chance Rolls ====


In nWoD, if you have no skill or modifiers in a particular area, you can roll a
single d10 and hope for the best. Only 10s count as successes, but they still e
xplode. '''WARNING''': If you roll a 1 on the first die roll, your character su
ffers a 'dramatic failure', these are definitely not good for your character.<br
/>
<nowiki>/roll {1d10!}=10f1</nowiki><br />

=== Combat ===


For combat in nWoD, a single success (or chance) roll above is rolled by the att
acker, with any number of defensive modifiers removed from the dice pool prior t
o rolling. Each success from the roll counts as a unit of damage for the defend
er and reduces the Health points the defender has.
For cWoD, an attacker rolls to hit the target, normally Deterity + Melee or Braw
l or Firearms, versus a difficulty that depends on the action. The defender my o
pt to dodge or parry the attack at the cost of their action. An abort roll must
be used unless the dodge or parry is prepared, Willpower difficulty 9. If they a
re successful the defender may spend their turn or if they've gone already, thei
r next turn, dodging or parrying the blow. To dodge the defender rolls Dexterity
+ Dodge for Revised and earlier editions, and Dexterity + Athletics for 20th An
niversary editions. Parrying is done using Dexterity + Melee. Blocking is possib
le but normally only with fist fights, unless the user has something like Fortit
ude, which allows them to block Melee attacks with their fists. Blocking is done
with Dexterity + Brawl. Each success on an attack roll removes a success from t
he attacker's successes. If the attacker has no successes left, then the attack
is said to miss. If the attacker has at least one success remaining then the att
ack hits.
Damage is done based on the weapon's damage score. For Melee, this is normally S
trength + x, for fists it is just Strength, for Firearms this is some value X. T
he attacker then adds his extra successes to hit to his damage dice pool. The to
tal dice pool can be summarized as Weapon Damage + Net Succeses - 1, or Weapon D
amage + Extra Successes, a 1 does not remove a success on this roll. In older ed
itions of cWoD extra successes were not added to the Damage dice pool. The defen
der may attempt to soak the damage to reduce damage taken so long as they can so
ak the appropriate damage type. The dice pool for this is normally Stamina + Arm
or + Extra modifiers, if the user can't soak the damage type then just Armor + E
xtra modifiers is used. A 1 does not remove a success from this roll, and each s
uccess removes a point of damage taken.
'''Katana''' attack macro for nWoD ('attribute' is used, because it can be eithe
r Str or Dex)<br />
/r (?{attribute + weaponry}+?{situational modifiers}+'''3''')d10>8!s katana atta
ck
'''Light revolver''' attack macro for nWoD:<br />
/r (?{dexterity + firearms}+?{situational modifiers}+'''2''')d10>8!s light revol
ver attack
'''Shotgun''' attack macro for nWoD (including the 9 again part):<br />
/r (?{dexterity+firearms}+?{situational modifiers}+'''3''')d10>8!'''>9'''s shotg
un attack
==== Damage ====
There are 3 types of Damage in this system.
* Bashing - caused by blunt weapons (fists, clubs, etc.), these wounds heal fair
ly quickly.
* Lethal - caused by sharp weapons (knives, bullets, etc.), these wounds heal mo
re slowly. What counts as lethal varies between supernaturals, i.e. Vampires in
cWoD count more bullets as Bashing instead of Lethal, unlike Werewolves and Huma
ns.
* Aggravated - caused by devastating supernatural attacks, these wounds take a v
ery long time to heal.
<br />
When the defender's health is reduced to zero, they are either unconscious or de
ad depending on the type of damage inflicted.
=== Character Sheet Attributes and Abilities ===

{{stub|section=section|Game section stubs}}


==== Abilities ====
Initiative<br />
/r 1d10+@{initiative-mod} [char name] init
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[[Category:Games]]

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