Page 38 - World of Darkness
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extended action: A task that takes time to accom-  flexive action does not prevent a character from perform-
            plish. Players roll to accumulate successes during phases of  ing another action within a turn.
            the task, succeeding once they have acquired the needed  ranged combat: An attack that sends a projectile of
            total.                                           some sort at a target, whether it’s a bullet from a gun or a
                failure: A dice roll that yields no successes is a  knife from a hand. Such attacks use the Dexterity Attribute
            failure — the character does not succeed at his task.  for their dice pools. Characters’ Defense cannot normally
                Health: An advantage trait, determined by adding  be used against firearm attacks, although targets can pe-
            Stamina + Size. Health is measured in dots and points. (See  nalize an opponent’s accuracy by going prone or taking
            also Wound.)                                     cover.
                Initiative: An advantage trait representing the  Resistance: Characters can resist others’ attempts to
            character’s ability to respond to sudden surprise, deter-  socially sway them, physically grapple them or even men-
            mined by adding Dexterity + Composure. A character’s  tally dominate them. Whenever applying such resistance
            Initiative helps him get a high standing in the Initiative  requires a character’s full attention, it is performed as a
            roster.                                          contested action, but more often it is a reflexive action, al-
                Initiative roster: The list that determines when each  lowing the target to also perform an action that turn.
            character can perform an action within a turn. For each  scene: A division of time based on drama, such as
            character who is not surprised, a player rolls a die and  the end of one plot point and the beginning of another.
            adds his character’s Initiative to the result. Whoever gets  Whenever a character leaves a location where a dramatic
            the highest number acts first, followed by the character  event has occurred, or when a combat has ended, the cur-
            with the next highest, and so on until everyone who can  rent scene usually ends and the next one begins.
            has acted that turn. Initiative is usually rolled once per  Skill: A character trait representing learned ability
            encounter, but the Storyteller can decide to re-roll it each  or knowledge. Added to an Attribute to determine a
            turn.                                            character’s basic dice pool for a task.
                instant action: A task that takes place within a single  Specialty: An area of Skill expertise in which a char-
            turn. A character can perform only one action per turn,  acter excels. Whenever a Specialty applies to a character’s
            unless he has a Merit or power that lets him do otherwise.  task, one die is added to his player’s dice pool. There’s no  Glossary
                lethal (damage): A damage point that inflicts a sharp,  limit to the number of Specialties that you can assign to a
            slashing or piercing wound, such as from a sword or bullet.  single Skill.
            Lethal wounds normally heal at a rate of one point per  Storyteller: The “director” or “editor” of the interac-
            two days.                                        tive story told by the players. The Storyteller creates the
                Merit: A character trait representing enhancements  plot and roleplays the characters, both allies and villains,
            or elements of a character’s background, such as his allies  with which the players’ characters interact.
            or influence. Merits are measured in dots, but are not al-  Structure: A trait representing an object’s integrity,
            ways used to determine dice pools. Instead, they repre-  determined by adding Durability and Size. Structure is
            sent increasing degrees of quality or quantity concerning  measured in dots, which can be lost due to damage. Unlike
            their subject.                                   the wounds of a living creature, an object does not heal
                modifiers: Dice pools are often modified by a number  damaged Structure; it must be repaired.
            of factors, from bonuses (adding dice) for equipment or ideal  success: Each die that rolls an 8, 9 0r 10 yields one
            conditions to penalties (subtracting dice) for poor condi-  success. (Exception: A chance roll must produce a 10 to
            tions.                                           succeed.) In an instant action, a player must roll at least
                Morality: An advantage trait representing a character’s  one success for his character to accomplish a task. In an
            moral, ethical and even psychological standing and  extended action, the number of successes required (accu-
            wellbeing. Morality is measured in dots, which can be lost  mulated over a series of rolls) depends on the task. In an
            to degeneration by performing unethical or criminal acts.  attack roll, each success produces one point of damage.
                point: A trait expended to gain certain effects, such  troupe: Your gaming group of friends.
            as a Willpower point or a measurement of damage or Health.  turn: A three-second period of time. Instant actions
            The amount of points available to spend is equal to the  are observed in turns. Combat (a series of instant actions)
            parent trait’s dots. Spent points are regained over time or  is observed in consecutive turns as each combatant tries
            through certain actions.                         to overcome opponents.
                reflexive action: An instinctual task that takes no  wound: A marked Health point, denoting an injury
            appreciable time, such as reacting to surprise or noticing  from damage. Bashing wounds are marked with a “/”, lethal
            something out of the corner of your eye. Performing a re-  wounds with an “X” and aggravated wounds with a “* ”.
                                                             (See Health.)



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                                                                                                   GLOSSARY
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