Page 37 - World of Darkness
P. 37

Glossary
                                                    Glossary



                      This is a glossary of general Storytelling System terms  damage: The points inflicted against a character’s
                   used throughout this book. These explanations will help  Health or an object’s Structure, rated as bashing, lethal or
                   you understand the rules that follow. It does not include  aggravated. One point of damage inflicts one wound.
                   entries for all traits (the qualifiers used to help define  Defense: An advantage trait determined by taking the
                   your character) used in the game. For any of those, refer  lowest of Dexterity or Wits. Characters can penalize a close-
                   to the index, p. 220.                          combat opponent’s accuracy by subtracting their Defense
                      Italics denote a word with a separate glossary entry.  from his dice pool.
                   Refer to the index for page references for complete de-  degeneration: Characters who violate their ethics lose
                   scriptions in the text.                        dots of Morality. Degeneration can cause a character to
                      10 Again: A result of 10 on any die is re-rolled in an  acquire a derangement.
                   attempt to achieve more successes. A further result of 10  derangement: Characters whose Morality dots are lost
                   on a re-rolled die is rolled yet again, over and over, until  through degeneration or who suffer horrible psychological
                   no more 10’s are rolled.                       trauma can acquire a derangement. Some derangements
                      action: A task that takes all of a character’s time  are classified as “mild,” meaning they hinder the charac-
                  Glossary
                   and attention. Storytelling measures instant actions (one  ter mainly by plaguing his conscience. Others are “severe,”
                   to three seconds, taking place within a single turn) and  often cases of clinical insanity. Derangements caused by
                   extended actions, taking longer (duration determined by  degeneration can be healed by restoring lost Morality dots.
                   the Storyteller). Also, there are reflexive actions, which  dice: The Storytelling System uses 10-sided dice to
                   take no time and do not prevent a character from per-  represent the element of chance. Dice are collected to
                   forming another action within a turn, and contested ac-  form a character’s dice pool for an action.
                   tions, in which two or more characters compete in a task  dice pool: The number of dice rolled to determine
                   or for a single goal.                          failure or success (and the degree of success) for a
                      advantage: A character trait such as Health or Will-  character’s action. Dice pools are usually determined by
                   power that usually represents abilities derived from other  adding an Attribute to a Skill, plus any relevant equipment
                   traits. Advantages are measured in dots and sometimes in  and/or modifiers.
                   points.                                            dot: The incremental measurement of a permanent
                      aggravated (damage): A damage point that inflicts a  trait. Most traits range from 1 to 5 dots, but some (such as
                   grievous or supernatural wound. Vampires suffer aggra-  Willpower) range from 1 to 10, and others (Health) can
                   vated damage from fire; werewolves suffer it from silver.  go higher.
                   Mortals might suffer aggravated damage from a dire su-  dramatic failure: A result of 1 on a chance roll causes
                   pernatural power such as a lightning bolt summoned from  a dramatic failure, a catastrophe worse than a normal fail-
                   the sky by a witch. Aggravated wounds normally heal at  ure. The character’s gun might jam or he might wind up
                   a rate of one point per week.                  shooting a friend by accident. The Storyteller determines
                      Attribute: A character trait representing innate ca-  and describes the result.
                   pabilities, Mental, Physical and Social. An Attribute is  Durability: A trait representing an object’s hardness,
                   added to a Skill (or another Attribute in certain cases) to  based on the material from which it is made (wood has
                   determine your basic dice pool for a task.     less Durability than metal). Durability is measured in dots.
                      bashing (damage): A damage point that inflicts a  An attack’s damage must exceed Durability before the
                   blunt or bruising wound, such as from a fist or a baseball  object is harmed.
                   bat. Bashing wounds normally heal at a rate of one point  equipment: Characters can improve their chances of
                   per 15 minutes.                                succeeding in a task by using the right equipment. This
                      chance roll: Whenever modifiers reduce your dice pool  benefit is represented by modifiers to the dice pool, depend-
                   to zero or fewer dice, you may make a chance roll on a  ing on the equipment used and its quality.
                   single die. Unlike a normal dice roll, a chance roll suc-  exceptional success: Whenever five or more successes
                   ceeds only on a result of 10. Worse, a result of 1 causes a  are rolled, the character achieves an exceptional success.
                   dramatic failure.                              This achievement sometimes provides an extra perk over
                      close combat: Attacks that involve hand-to-hand  and above the effect of having multiple successes. For ex-
                   or weapon fighting. Such attacks use the Strength At-  ample, a character who gains five successes on a fast-talk
                   tribute for their dice pools. Characters gain their Defense  roll might allay the target’s suspicions enough that he be-
                   against close-combat attacks.                  lieves anything the character says for the remaining scene.
                      contested action: Two or more characters compete  experience points: Points awarded by the Storyteller
                   in a task or for a single goal. The one who gets the most  at the end of a game session and story, used to purchase
                   successes wins. Contested actions can be instant or ex-  new traits or to boost the dots of existing traits. See p. 35
                   tended actions.                                for costs.


       36
             GLOSSARY
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