Page 22 - Chronicles of Darkness
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dice pool — The number of dice rolled to determine   point — A trait expended to gain certain effects, such as
            failure or success (and the degree of success) for a character’s  a Willpower point or a measurement of damage or Health.
            action. Dice pools are usually determined by adding an  The amount of points available to spend is equal to the parent
            Attribute to a Skill, plus any relevant equipment and/or  trait’s dots. Spent points are regained over time or through
            modifiers.                                       certain actions.
               dot — The incremental measurement of a permanent   ranged combat — An attack that sends a projectile of
            trait. Most traits range from 1 to 5 dots, but some (such as  some sort at a target, whether it’s a bullet from a gun or a
            Willpower) range from 1 to 10, and others (Health) can go  knife from a hand. Such attacks use the Dexterity Attribute
            higher.                                          for their dice pools. Characters’ Defense cannot normally be
               dramatic failure — A result of 1 on a chance roll causes a  used against firearm attacks, although targets can penalize an
            dramatic failure, a catastrophe worse than a normal failure.  opponent’s accuracy by going prone or taking cover.
            The character’s gun might jam or he might wind up shooting   reflexive action — An instinctual task that takes no appre-
            a friend by accident. The Storyteller determines and describes  ciable time, such as reacting to surprise or noticing something
            the result. A player can also turn a failure into a dramatic  out of the corner of your eye. Performing a reflexive action
            failure voluntarily in order to gain a Beat.     does not prevent a character from performing another action
               Durability — A trait representing an object’s hardness,  within a turn.
            based on the material from which it is made (wood has less   Resistance — Characters can resist others’ attempts to
            Durability than metal). Durability is measured in dots. An  socially sway them, physically grapple them or even mentally
            attack’s damage must exceed Durability before the object is  dominate them. Whenever applying such resistance requires
            harmed.                                          a character’s full attention, it is performed as a contested
               equipment — Characters can improve their chances of suc-  action, but more often it is a reflexive action, allowing the
            ceeding in a task by using the right equipment. This benefit  target to also perform an action that turn.
            is represented by modifiers to the dice pool, depending on   scene — A division of time based on drama, such as
            the equipment used and its quality.              the end of one plot point and the beginning of another.
               exceptional success — Whenever five or more successes  Whenever a character leaves a location where a dramatic
            are rolled, the character achieves an exceptional success.  event has occurred, or when a combat has ended, the current
            This achievement sometimes provides an extra perk over and  scene usually ends and the next one begins.
            above the effect of having multiple successes. For example,   Skill — A character trait representing learned ability or
            a character who gains five successes on a fast-talk roll might  knowledge. Added to an Attribute to determine a character’s
            allay the target’s suspicions enough that he believes anything  basic dice pool for a task.
            the character says for the remaining scene.        Specialty — An area of Skill expertise in which a character
               Experiences — A collection of five Beats, used to purchase  excels. Whenever a Specialty applies to a character’s task, one
            new traits or to boost the dots of existing traits.  die is added to his player’s dice pool. There’s no limit to the
               extended action — A task that takes time to accomplish.  number of Specialties that you can assign to a single Skill.
            Players roll to accumulate successes during phases of the   Storyteller — The “director” or “editor” of the interactive
            task, succeeding once they have acquired the needed total.   story told by the players. The Storyteller creates the plot and
               failure — A dice roll that yields no successes is a failure  roleplays the characters, both allies and enemies, with which
            — the character does not succeed at his task.    the players’ characters interact.
               Initiative — An advantage trait representing the charac-  success — Each die that rolls an 8, 9 or 10 yields one suc-
            ter’s ability to respond to sudden surprise, determined by  cess. (Exception: A chance roll must produce a 10 to succeed.)
            adding Dexterity + Composure. A character’s Initiative helps  In an instant action, a player must roll at least one success
            him get a high standing in the Initiative roster.   for his character to accomplish a task. In an extended action,
               instant action — A task that takes place within a single  the number of successes required (accumulated over a series
            turn. A character can perform only one instant action per  of rolls) depends on the task. In an attack roll, each success
            turn, unless he has a Merit or power that lets him do otherwise.  produces one point of damage.
               Integrity — A trait representing a character's mental   trait — An element on the character sheet. Traits include
            stability.                                       Attributes, Skills, Merits, advantages, anchors, supernatural
               Merit — A character trait representing enhancements or  powers, and more.
            elements of a character’s background, such as his allies or   turn — A three-second period of time. Instant actions
            influence. Merits are measured in dots, but are not always  are observed in turns. Combat (a series of instant actions)
            used to determine dice pools. Instead, they represent increas-  is observed in consecutive turns as each combatant tries to
            ing degrees of quality or quantity concerning their subject.   overcome opponents.
               modifiers — Dice pools are often modified by a number   wound — A marked Health point, denoting an injury
            of factors, from bonuses (adding dice) for equipment or ideal  from damage.
            conditions to penalties (subtracting dice) for poor conditions.



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