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WoD-nWoD

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Contents

World of Darkness System Specific Guide

This section is about the World of Darkness (WoD) system developed by White Wolf. It also includes information for the New World of Darkness (nWoD) system.

Dice Rolling

Dice Pool

A 'dice pool' in this system is built out of d10 (10 sides) dice based on the following formula.
Attribute + Skill + Equipment Modifiers +/- Story-teller-determined Modifiers
By adding up (or subtracting) these variables, a total number of dice to roll is determined. This is your 'dice pool' for the roll. In general 'bonuses' that add dice to the pool are given before 'penalties' that remove dice from the pool are applied.

Success Rolls

One of the most common rolls in WoD and nWoD is rolling a pool of d10's and counting anything 8 or better as a 'success'. Rolling a 1 subtracts a success. Each 10 rolled allows the success to be counted and the dice to be rolled again, with new successes counted toward the total number of successes. If this roll is a 10, then the die is rolled again until there are no more 10's rolled, this is known as "10 Again" in the system. To accumulate successes in Roll 20, an exploding 10 feature is used to add dice to the pool automatically.
This type of roll is represented in Roll20 as:
/roll {Xd10!}>8f1
Where 'X' is the number of dice in the pool.

Chance Rolls

If you have no skill or modifiers in a particular area, you can roll a single d10 and hope for the best. Explode on 10's apply to this roll as well. WARNING: If you roll a 1 on the first die roll, your character suffers a 'dramatic failure', these are definitely not good for your character.
/roll {1d10!}>8f1

Combat

For combat in this system, a single success (or chance) roll above is rolled by the attacker, with any number of defensive modifiers removed from the dice pool prior to rolling. Each success from the roll counts as a unit of damage for the defender and reduces the Health points the defender has.

There are 3 types of Damage in this system.

  • Bashing - caused by blunt weapons (fists, clubs, etc.), these wounds heal fairly quickly.
  • Lethal - caused by sharp weapons (knives, bullets, etc.), these wounds heal more slowly.
  • Aggravated - caused by devastating supernatural attacks, these wounds take a very long time to heal.


When the defender's health is reduced to zero, they are either unconscious or dead depending on the type of damage inflicted.

Character Sheet Attributes and Abilities

(coming soon)