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world of darkness rulebook, p.

109: the language


merit changes to reflect a less american
understanding of languages. here in america, we can
barely speak our own native language. as it turns out,
other countries -- and people who put forth a
modicum of effort -- can speak several languages with
ease. how about that?

<3>language (•)

<n>effect: your character knows an additional language


besides his own, one that he can read, write and speak with
fluency. if he wishes to convince others that he is a native
speaker, however, the storyteller might call for an
intelligence + expression roll, contested with a reflexive
intelligence + academics roll by anyone who is suspicious.

you must specify which language your character is familiar


with when purchasing this merit. you may take this merit
multiple times, with a different language for each.

world of darkness rulebook, p. 144: if your fool ass


gets run over, it's lethal damage, not bashing.

"…each success on the resulting roll inflicts a point of lethal


damage to the target."

world of darkness rulebook, p. 176: the system for


diseases is incorrect.

resisting disease is not a contested action.


typically, only a single success is required on the stamina +
resolve roll, and this roll is modified by the severity of the
disease in question.
in some cases, resisting disease might be an extended
action, such as recovery from cancer. in cases like these, the
storyteller still sets the benchmark for how many successes
are necessary, and the subject's pool might still be penalized
by the disease's severity.

world of darkness rulebook, pp. 176-177: the system


for drugs is incorrect.

like resisting disease, resisting the effects of drugs is not a


contested action.
typically, only a single success is required on the stamina +
resolve roll, and this roll is modified by the potency of the
drug in question.
in some cases, resisting the effects of a drug might be an
extended action, such as a prolonged exposure to low levels
of arsenic. in cases like these, the storyteller still sets the
benchmark for how many successes are necessary, and the
subject's pool might still be penalized by the drug's potency.

world of darkness rulebook, pp. 180-181: the system


for poisons and toxins is incorrect.

like resisting disease, resisting the effects of poisons and


toxins is not a contested action.
typically, only a single success is required on the stamina +
resolve roll, and this roll is modified by the toxicity of the
poison in question.
in some cases, resisting the effects of a drug might be an
extended action, such as drug or alcohol abuse. in cases like
these, the storyteller still sets the benchmark for how many
successes are necessary, and the subject's pool might still
be penalized by the poison's toxicity.
world of darkness rulebook, p. 203: damn, those are
some badass animals.

change the dog's resolve from 4 to 3.

change the raven's resolve from 4 to 3.

world of darkness rulebook, pp. 208-216: we've made


some organizational changes to ghosts and "spirits."
these don't affect how ghosts function right now, but
they'll come to mean more going forward into
werewolf and mage.

a ghost is no longer a "spirit" in the context of the rules. a


ghost is an entity that is made of spiritual stuff, but it is
distinct from a "spirit." a spirit is a creature made of essence,
with an origin specifically in the shadow realm. the collective
description for spiritual creatures (both spirits and ghosts) is
"ephemera," though the two branches of ephemera (spirits
and ghosts) are separate types of entities. you can't bind a
ghost into a fetish, for example, and werewolf powers don't
typically affect or relate to ghosts.

this document is copyright white wolf publishing. all rights


reserved.

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