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Gaming W/Jemal: World of Darkness Vampires (Recruiting)
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<blockquote data-quote="Jemal" data-source="post: 6127035" data-attributes="member: 9026"><p>It's fairly straightforward and easy. </p><p><a href="http://tex-mux.wikidot.com/mechanics:chargen" target="_blank">HERE</a> Is a brief rundown of the character generation, though the site is based around changeling rather than vampire. It's the same base, just ignore anything that refers to changeling.</p><p></p><p>If you'd prefer I could help whip you up a character, just tell me your concept, and maybe use the list of skills/merits on that site as examples to help shape.</p><p></p><p>The vampire template add-on is, IMO, the most complicated part, b/c it involves picking a clan and disciplines that mesh with the human character you've created. But it's still rather easy.</p><p></p><p>the actual gameplay is really simple. Everything is done via a "dice pool" of D10's. You add an attribute (your raw physical/mental/social powers, like ability scores in D&D) and a skill in whichever way the GM thinks is appropriate, add whatever modifiers you or the GM are adding, and the resulting number is your 'dice pool', meaning that's how many dice you get to roll to see if you succeed. </p><p>Any dice of 8 or higher are 'successes'. Any 10's give you another dice to roll to try for more successes (This is called "ten again" and if if the reroll is also a ten, you keep adding.)</p><p></p><p>EX: You say you want to throw a bottle at somebody's head. That would be dexterity(for ranged aiming) + Athletics(Throwing), -1 from the GM's modifier for an 'improvised weapon'. If your dex was 2 (Avg) but you were very athletic (4), you would have 2 + 4 - 1 = 5 dice.</p><p>So you roll your dice: </p><p><a href="http://invisiblecastle.com/roller/view/4034579/" target="_blank">1d10=5, 1d10=1, 1d10=2, 1d10=7, 1d10=9</a></p><p>SO, one dice is 8+, no tens, so you gain one success. </p><p>Number of successes indicates how well you did- in many cases, it's a "GM's call" what extra succeses do, but for certain events (like combat) it's predetermined - In this case, one success indicates one level of damage.</p><p>There's more details in combat (Defenses, types of damage, etc), but that's the basics.</p><p></p><p>Ex 2: If you wanted to seduce a woman back to your place (for sex, feeding, or to rob her, whatever your nefarious purposes may be), you would make a different roll.</p><p>Actually, for cases like this, your purpose matters - For example, if you're straightforward with her, and are trying to get her for sex, it would be Presence (Charisma/looks) + Persuasion(Seduction), wheras if you were planning on feeding from her, I would say Manipulation + Persuasion, and if you were trying to trick her for even more nefarious purposes, I'd probably go with Manipulation + Subterfuge(Lieing). So say your Vampire's intent is to lure a woman back for Feeding purposes: If Your Manipulation was 4, and your Persuasion was 3 - that's 7 dice. </p><p>You roll: <a href="http://invisiblecastle.com/roller/view/4035196/" target="_blank">1d10=8, 1d10=9, 1d10=3, 1d10=8, 1d10=7, 1d10=5, 1d10=6</a></p><p>That's 3 that rolled 8+, so three successes. You could pretty much have your pick of delicious vessels.</p><p></p><p>Now in some cases this could be what's known as a 'contested' (Opposed) roll, meaning that if the GM think's it's appropriate, the other person can resist. If you were trying for a specific woman, I might rule such - say if you were trying to seduce and feed on the bartender in particular, I could rule that she has reason to try and resist (Remain professional, etc). So I would roll a resistance check for her - Resistance to social skills is Composure, so if she has a 2 composure (Average), since I don't believe there are any specific modifiers (No overt reasons why she would specifically avoid your attentions), I would roll 2 dice: </p><p><a href="http://invisiblecastle.com/roller/view/4035198/" target="_blank">1d10=8, 1d10=1</a></p><p>One success.</p><p>Now, for contested rolls, you subtract the "defender's" successes from the "Attacker's", and if the 'attacker' has any leftover, he wins. In this case, your 3 - her 1 = 2. You manage to successfully lure her back to your place - and since it was more than one success, I might rule that she doesn't tell anybody where she's going.</p><p>If she had managed to get more successes as the defender, she would have resisted your advances.</p><p></p><p>What happens next, well that's a new scene.</p></blockquote><p></p>
[QUOTE="Jemal, post: 6127035, member: 9026"] It's fairly straightforward and easy. [url=http://tex-mux.wikidot.com/mechanics:chargen]HERE[/url] Is a brief rundown of the character generation, though the site is based around changeling rather than vampire. It's the same base, just ignore anything that refers to changeling. If you'd prefer I could help whip you up a character, just tell me your concept, and maybe use the list of skills/merits on that site as examples to help shape. The vampire template add-on is, IMO, the most complicated part, b/c it involves picking a clan and disciplines that mesh with the human character you've created. But it's still rather easy. the actual gameplay is really simple. Everything is done via a "dice pool" of D10's. You add an attribute (your raw physical/mental/social powers, like ability scores in D&D) and a skill in whichever way the GM thinks is appropriate, add whatever modifiers you or the GM are adding, and the resulting number is your 'dice pool', meaning that's how many dice you get to roll to see if you succeed. Any dice of 8 or higher are 'successes'. Any 10's give you another dice to roll to try for more successes (This is called "ten again" and if if the reroll is also a ten, you keep adding.) EX: You say you want to throw a bottle at somebody's head. That would be dexterity(for ranged aiming) + Athletics(Throwing), -1 from the GM's modifier for an 'improvised weapon'. If your dex was 2 (Avg) but you were very athletic (4), you would have 2 + 4 - 1 = 5 dice. So you roll your dice: [url=http://invisiblecastle.com/roller/view/4034579/]1d10=5, 1d10=1, 1d10=2, 1d10=7, 1d10=9[/url] SO, one dice is 8+, no tens, so you gain one success. Number of successes indicates how well you did- in many cases, it's a "GM's call" what extra succeses do, but for certain events (like combat) it's predetermined - In this case, one success indicates one level of damage. There's more details in combat (Defenses, types of damage, etc), but that's the basics. Ex 2: If you wanted to seduce a woman back to your place (for sex, feeding, or to rob her, whatever your nefarious purposes may be), you would make a different roll. Actually, for cases like this, your purpose matters - For example, if you're straightforward with her, and are trying to get her for sex, it would be Presence (Charisma/looks) + Persuasion(Seduction), wheras if you were planning on feeding from her, I would say Manipulation + Persuasion, and if you were trying to trick her for even more nefarious purposes, I'd probably go with Manipulation + Subterfuge(Lieing). So say your Vampire's intent is to lure a woman back for Feeding purposes: If Your Manipulation was 4, and your Persuasion was 3 - that's 7 dice. You roll: [url=http://invisiblecastle.com/roller/view/4035196/]1d10=8, 1d10=9, 1d10=3, 1d10=8, 1d10=7, 1d10=5, 1d10=6[/url] That's 3 that rolled 8+, so three successes. You could pretty much have your pick of delicious vessels. Now in some cases this could be what's known as a 'contested' (Opposed) roll, meaning that if the GM think's it's appropriate, the other person can resist. If you were trying for a specific woman, I might rule such - say if you were trying to seduce and feed on the bartender in particular, I could rule that she has reason to try and resist (Remain professional, etc). So I would roll a resistance check for her - Resistance to social skills is Composure, so if she has a 2 composure (Average), since I don't believe there are any specific modifiers (No overt reasons why she would specifically avoid your attentions), I would roll 2 dice: [url=http://invisiblecastle.com/roller/view/4035198/]1d10=8, 1d10=1[/url] One success. Now, for contested rolls, you subtract the "defender's" successes from the "Attacker's", and if the 'attacker' has any leftover, he wins. In this case, your 3 - her 1 = 2. You manage to successfully lure her back to your place - and since it was more than one success, I might rule that she doesn't tell anybody where she's going. If she had managed to get more successes as the defender, she would have resisted your advances. What happens next, well that's a new scene. [/QUOTE]
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