Storytelling System
Encyclopedia
The Storytelling System, formerly Storyteller System, is a role-playing game system
Role-playing game system
A role-playing game system is a set of game mechanics used in a role-playing game to determine the outcome of a character's in-game actions...

 created by White Wolf, Inc.
White Wolf, Inc.
White Wolf Publishing is an American gaming and book publisher. The company was founded in 1991 as a merger between Lion Rampant and White Wolf Magazine, and was initially led by Mark Rein·Hagen of the former and Steve and Stewart Wieck of the latter. Since White Wolf Publishing, Inc. merged with...

 in 1991 that premiered in Vampire: The Masquerade
Vampire: The Masquerade
Vampire: The Masquerade is a role-playing game. Created by Mark Rein·Hagen, it was the first of White Wolf Game Studio's World of Darkness role-playing games, based on the Storyteller System and centered around vampires in a modern gothic-punk world....

, a part of the World of Darkness
World of Darkness
"World of Darkness" is the name given to three related but distinct fictional universes created as settings for supernatural horror themed role-playing games. It is also the name of roleplaying games in the second and third settings...

 series.

Storyteller System

While on the road to Gen Con
Gen Con
Gen Con is one of the largest and most prominent annual gaming conventions in North America. It features traditional pen-and-paper, board, and card-style games, including role-playing games, miniatures wargames, board games, live action role-playing games, collectible card games, non-collectible...

 '90, Mark Rein·Hagen
Mark Rein·Hagen
Mark Rein·Hagen is a role-playing, card, video and board game designer, best known as the creator of Vampire: The Masquerade and its associated World of Darkness games...

 came upon the idea of a new game design that would become Vampire: The Masquerade
Vampire: The Masquerade
Vampire: The Masquerade is a role-playing game. Created by Mark Rein·Hagen, it was the first of White Wolf Game Studio's World of Darkness role-playing games, based on the Storyteller System and centered around vampires in a modern gothic-punk world....

. Tom Dowd, co-designer for Shadowrun
Shadowrun
Shadowrun is a role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy fiction, horror, and detective fiction.The original game has spawned...

, adapted the mechanics from his previous game success to use d10
Pentagonal trapezohedron
The pentagonal trapezohedron or deltohedron is the third in an infinite series of face-transitive polyhedra which are dual polyhedra to the antiprisms. It has ten faces which are congruent kites....

 instead of d6
Dice
A die is a small throwable object with multiple resting positions, used for generating random numbers...

 for calculating probability.

Over the next few years, several games were published under this rule set.
  • Vampire: The Masquerade
    Vampire: The Masquerade
    Vampire: The Masquerade is a role-playing game. Created by Mark Rein·Hagen, it was the first of White Wolf Game Studio's World of Darkness role-playing games, based on the Storyteller System and centered around vampires in a modern gothic-punk world....

    (1991)
  • Werewolf: The Apocalypse
    Werewolf: The Apocalypse
    Werewolf: The Apocalypse is a role-playing game and series of novels from the now defunct World of Darkness line by White Wolf. In the game, players take the role of werewolves known as Garou , as well as other lycanthropes: warriors who are locked in a two-front war against both the spiritual...

    (1992)
  • Mage: The Ascension
    Mage: The Ascension
    Mage: The Ascension is a role-playing game based in the World of Darkness, and was published by White Wolf Game Studio. The characters portrayed in the game are referred to as mages, and are capable of feats of magic...

    (1993)
  • Street Fighter: The Storytelling Game
    Street Fighter (role-playing game)
    Street Fighter: The Storytelling Game is a role-playing game based on the Street Fighter video game series. It uses most of the basic game mechanics from White Wolf's World of Darkness games. It was released in 1994 and contains most of the characters from Super Street Fighter II...

    (1995)
  • Wraith: The Oblivion
    Wraith: The Oblivion
    Wraith: The Oblivion is a role-playing game set in the afterlife of White Wolf Game Studio's World of Darkness. In the game, players take on characters who are recently dead and are now ghosts...

    (1996)
  • Changeling: The Dreaming
    Changeling: The Dreaming
    Changeling: The Dreaming was part of White Wolf Game Studio's original "World of Darkness" role playing game line. Player characters are changelings, fae souls reborn into human bodies, a practice begun by the fae to protect themselves as magic vanished from the world...

    (1997)
  • Kindred of the East
    Kindred of the East
    Kindred of the East is a role-playing supplement by White Wolf Game Studio to their Vampire: The Masquerade line. The vanguard of White Wolf's "Year of the Lotus" theme , this rich sourcebook is a stand-alone setting, requiring only secondary rules to be fully playable...

    (1998)
  • Hunter: The Reckoning
    Hunter: The Reckoning
    Hunter: The Reckoning is a role-playing game based in White Wolf Game Studio's World of Darkness. Compared to the other game in the franchise, Hunter does not explore the secret society of supernatural creatures founded over centuries, preferring to throw the player in a world of danger and mysteries...

    (1999)
  • Trinity
    Trinity (role-playing game)
    Trinity is a science fiction role-playing game published by White Wolf Game Studio in 1997 , first in the Trinity Universe series of games sharing a common background and developing an alternate history of humanity through two centuries, and allowing players to play almost all genres of science...

    (1999)
  • Exalted
    Exalted
    Exalted is a role-playing game published by White Wolf Publishing. The game is classified as high fantasy, but may be more accurately described as "mythic fantasy", as the developer specifically avoided drawing on J. R. R. Tolkien, but rather turned to a mixture of world mythologies for inspiration...

    (2001)
  • Mummy: The Resurrection
    Mummy: The Resurrection
    Mummy: The Resurrection is a role-playing game released by White Wolf Game Studios, where the players assume the role of resurrected mummies living in the modern world.-Setting:...

    (2001)
  • Demon: The Fallen
    Demon: The Fallen
    Demon: The Fallen is a role-playing game and a fictional setting from the World of Darkness line by White Wolf Game Studio. The player characters in the game are fallen angels, who were cast out of paradise after a thousand year war with God.- History :...

    (2002)
  • Orpheus
    Orpheus (role-playing game)
    Orpheus is a role playing game by White Wolf Game Studio, set in a microcosm of the World of Darkness. Unlike the other World of Darkness game lines, Orpheus has a specifically planned metaplot and a set number of books that were published. Although it uses the same system as White Wolf's other...

    (2003)

Storytelling System

The Storyteller System was discontinued in 2003 after completing the metaplot building up since Vampire: The Masquerade. It was replaced by the Storytelling System, a more streamlined rule set. The Storytelling System premiered in The World of Darkness in 2004.
  • Vampire: The Requiem
    Vampire: The Requiem
    Vampire: The Requiem is a role-playing game published by White Wolf, set in the World of Darkness, and the successor to the Vampire: The Masquerade line. It was first released in August 2004, together with a new core rule book for the World of Darkness...

    (released in August 2004 alongside the corebook)
  • Werewolf: The Forsaken
    Werewolf: The Forsaken
    Werewolf: The Forsaken is a role-playing game set in the new World of Darkness created by White Wolf Game Studio. It is the successor to Werewolf: The Apocalypse, the "game of savage horror" from the old World of Darkness line of games, but has moved to a more personal sort of horror, reflecting...

    (March 14, 2005)
  • Mage: The Awakening
    Mage: The Awakening
    Mage: The Awakening is a role-playing game developed by White Wolf, Inc. and based in their World of Darkness setting. The characters portrayed in this game are individuals able to bend or break the commonly-accepted rules of reality to perform subtle or outlandish acts of magic. These characters...

    (August 29, 2005)
  • Promethean: The Created
    Promethean: The Created
    Promethean: The Created is a role-playing game published by White Wolf, set in the new World of Darkness.The game is inspired by the classic tales of Frankenstein's monster, the Golem and other such simulacra. The characters are individuals created by first dismembering and reassembling human...

    (August 10, 2006)
  • Changeling: The Lost
    Changeling: The Lost
    Changeling: The Lost is the fifth supplementary role-playing game line published by White Wolf, Inc. It uses the Storytelling System for rules and is set in the new World of Darkness setting...

    (August 16, 2007)
  • Hunter: The Vigil
    Hunter: The Vigil
    Hunter: The Vigil is a game line from White Wolf, announced on January 2, 2008, and released on August 14, 2008, when the sponsors for the second Free RPG Day were announced. It is the sixth game line to be part of the World of Darkness and the spiritual successor of Hunter: The Reckoning from the...

    (August 14, 2008)
  • Geist: The Sin-Eaters
    Geist: The Sin-Eaters
    Geist: The Sin-Eaters is a tabletop roleplaying game and setting for White Wolf Game Studio's World of Darkness line released in August 2009. "Geist", in this context, refers to a spirit to whom a human who has died, binds, resulting in a Sin-Eater....

    (August 2009)


Games using variants on this set of rules include Exalted, Scion
Scion (role-playing game)
Scion is a series of role-playing games published by White Wolf, Inc. The first core rule book, Scion: Hero. was released on April 13, 2007. The second volume, Scion: Demigod, was released on September 12, 2007, and the third, Scion: God, was released on January 23, 2008. The Scion Companion...

and the Trinity line.

Character creation

Storytelling System characters are built with character point
Character point
Character points are abstract units used in some role-playing games during character creation and development.Early role-playing games such as Dungeons & Dragons assigned random values to a player character's attributes, while allowing each character a fixed number of skills...

s that represent a Dot on their character sheets. Each Dot represents a ten-sided die (d10). The more Dots in an Attribute or Skill, the better the character is at those abilities. A set of dice representing the Dots in an Attribute or Skill forms a Dice Pool that the character uses to see if he/she succeeds or fails at specific tasks.

Attributes

Characters have nine Attribute
Attribute (role-playing games)
An attribute is a piece of data that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice...

s
in three groups: Mental, Physical, and Social. In the Storytelling System, Attributes are also divided into three use-based categories: Power (the ability to alter one's environment), Finesse (the ability to use power efficiently), and Resistance (the ability to cope with power being exercised upon one's self).
  • Power Category (the ability to alter one’s environment):
    • Intelligence (Mental Group) — how mentally resourceful they are.
    • Strength (Physical Group) — how physically forceful they can be.
    • Presence (Social Group) — how socially influential they can be.

  • Finesse Category (the ability to use power efficiently):
    • Wits (Mental Group) — how clever and insightful they are.
    • Dexterity (Physical Group) — how physically graceful they are.
    • Manipulation (Social Group) — how socially dominating they are.

  • Resistance Category (the ability to cope with power being exercised upon one’s self):
    • Resolve (Mental Group) — how mentally determined they are.
    • Stamina (Physical Group) — how physically enduring they are.
    • Composure (Social Group) — how socially dignified they are.


All Attributes begin with one Dot. Normally, Attributes can have up to 5 Dots. With one Dot, a character is "poor" in that Attribute and gets one die. With two Dots, they are "average" and get two dice. Three Dots, they are "good." Four Dots, they are "exceptional," and with five Dots, they are "outstanding" and have five dice.

Starting characters get a number of Dots to add to their Attributes. The player must choose primary, secondary and tertiary attribute categories, getting a large number of dots to assign to primary Attributes, a moderate number to assign to secondary Attributes and a small number for tertiary Attributes. The first Dot of each attribute is free, the 2nd to 4th Dots cost one Dot each, and the 5th Dot costs 2 Dots to fill in. The primary, secondary and tertiary designations have no effect after character creation.

Abilities / Skills

Characters have a wide array of Skills (Storytelling) or Abilities (Storyteller) to choose from that represent specialized areas of knowledge.

In the Storytelling System, Skills are divided into Mental, Physical and Social skills. In the Storyteller System, Abilities are divided into three Types: Knowledges, Talents, and Skills.

Like Attributes, each Ability / Skill has 5 Dots that represent how many dice a Skill gets.

Characters get a number of Dots to "fill in" the Ability / Skill Dots, and like the Attributes, they must assign a specific number of skills to the primary, secondary and tertiary skill groups. Like Attributes, the 5th Dot costs two Dots to fill in, and the primary, secondary and tertiary distinctions have no effect after character creation.

Advantages

Advantages in the game are such things as the character's Defense score, Health, Initiative, Morality, Size, Speed, and Willpower. Some derived Attributes are as follows:
  • Defense: is the negative Modifier an opponent gets when he tries to attack a character, which is equal to the number of Dots in whichever Attribute is lower, Dexterity or Wits. It is exclusive to the Storytelling System.
  • Health: is how well the character copes with injury. In the Storytelling System, Health is equal to Stamina + Size. In the Storyteller System, characters almost universally have exactly 7 Health levels.
  • Initiative: is a measure of the character's reaction time. It is equal to Dexterity + Composure, and is exclusive to the Storytelling System.
  • Morality: is a measure of the character's sense of compassion toward their fellow man, and respect for the law. Morality has a base numerical value of 7, and can change higher or lower throughout the game depending on what the character does. It could rise for doing "good" things and lower for doing "evil". Losing morality can cause characters to gain derangements, and affects the self-control of certain supernatural creatures, such as vampires and werewolfs. In the Storytelling System, all playable characters have a morality stat whose name changes with the setting (Morality for Humans, Humanity for Vampires, Harmony for Werewolves and so). In the Storyteller System, only Vampire: The Masquerade uses a morality system.
  • Size: is how big or small a character is. It is a numerical value, and for base humans, Size is equal to 5, and is reduced for smaller, and increased for larger sized creatures. Size is only used by the Storytelling System.
  • Willpower: a measure of a character's self-confidence and determination, and determine's the size of a character's Temporary Willpower pool. In the Storytelling System, it is equal to Resolve + Composure, unless it has been temporarily lowered, in which case it can be bought back with experience. In the Storyteller System, Willpower is rated from 1 to 10, and the method of calculating a character's base Willpower rating varies by game line.

Nature and Demeanour

Exclusive to the Storyteller System, Nature and Demeanour paint a character's personality in broad strokes. Characters can regain Temporary Willpower by acting in accordance with their Nature.

Virtues and Vices

In the Storytelling System, each character has one Virtue and one Vice. A Virtue is some defining quality of a character's personality and is one that clearly reflects their basic beliefs. Players chose from the Seven Virtues
Seven virtues
In the Catholic catechism, the seven catholic virtues refer to the combination of two lists of virtues, the 4 cardinal virtues of prudence, justice, restraint or temperance, and courage or fortitude, and the 3 theological virtues of faith, hope, and love or charity ; these were adopted by the...

, which include Charity, Faith, and Justice. A Vice is a basic weakness in the character's personality. They are the Seven Deadly Sins
Seven deadly sins
The 7 Deadly Sins, also known as the Capital Vices or Cardinal Sins, is a classification of objectionable vices that have been used since early Christian times to educate and instruct followers concerning fallen humanity's tendency to sin...

 such as Envy, Lust, and Greed. Characters can regain willpower by fulfilling their Virtue or Vice.

In the Storyteller System, virtues are only used in Vampire: The Masquerade, in which they are used for self-control, and Hunter: The Reckoning, in which they are tied to Hunters' supernatural powers.

Supernatural templates

In the Storytelling System, playable supernatural characters are created by applying a template to the character during character creation, before Merits or Experience. For instance, with a Vampire character, a template describing certain vampiric attributes (Disciplines, Blood points, etc.) is added. To keep the game balanced, only one supernatural template can be applied per character.

Backgrounds and Merits

Merits are special beneficial abilities and strengths a character may possess. They are similar in a way to Feats in d20 System
D20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons...

 games, allowing characters to do something the main rules usually don't allow. They are organized in the Mental, Physical, and Social categories like Attributes and Skills. In the Storytelling System, starting characters get 7 Dots to purchase Merits. Some Merits apply to certain Attributes and provide a bonus when using them. Some also require a certain number of Dots in some other Attribute in order to purchase them. Each Trait has a certain number of Dots associated which indicate its Dot cost. A Trait with 4 Dots, for example, "Common Sense", costs 4 Dots to purchase. Others have a range of Dots; "Language" for instance, is one Dot, and a character can buy a certain level of it as they choose. In the Storyteller System, Merits are optional, are purchased with bonus points and have costs ranging from 1 to 7 points.

In the Storyteller System, Backgrounds are advantages such as Contacts, Resources and Status. In the Storytelling System, Backgrounds have been absorbed into Merits. Furthermore, the Linguistics Knowledge, representing knowledge of specific languages, has also been absorbed.

Experience or Bonus Points

In the Storytelling System, more powerful or experienced characters can spend Experience Points at the end of character creation instead of Bonus Points.

Exclusive to the Storyteller System, Bonus Points are used to increase traits at character creation, with more powerful or experienced characters getting additional Bonus Points at character creation.

Game mechanics

All mechanics of the Storytelling System utilize a number of 10-sided dice (d10s). World of Darkness games suggest players to have at least ten d10s available to roll for their character's task resolutions and Attribute tests. The system of determining success or failure is very similar to the system in Shadowrun
Shadowrun
Shadowrun is a role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy fiction, horror, and detective fiction.The original game has spawned...

 and is based on rolling a number of Successes that meet or exceed a set Difficulty Number. The more Successes rolled, the better the character performed the task.

The Game Master in a WW game is called the Storyteller.

Dice pools

Depending on what the situation calls for, a character has a number of Dots in Attributes and Skills associated to the task. Each Dot represents a d10 die that is added to a dice pool
Dice pool
In some role-playing game systems, the dice pool is the number of dice that a player is allowed to roll when attempting to perform a certain action.-Mechanics:In most RPG systems, most non-trivial actions require dice rolls...

to roll for task resolution. For example, if a character is making a Dexterity check, and has three Dots filled under their Dexterity Attribute, they roll 3d10 (or three ten-sided dice) when a check is called upon.

When a Skill check is called for, a character adds the Dots of the Skill being tested and any extra Dots granted by a particular Attribute linked to that Skill to determine their Dice Pool. For example, if a character is scaling a wall, they add the number of Dots in their Strength Attribute and their Athletics Skill together. In this case, if the character has a Strength of 3 Dots, and an Athletics Skill of 4 Dots, they get 7 dice in their Dice Pool.
Difficulty

In the previous edition of WoD, the Storyteller dictated a Target Number which was a number a player needed to roll at or above on his dice in order to generate a Success. The number of successes determines how well the action or task was performed. The standard Target Number in the previous WoD systems was 6, with a sliding scale for difficulty. The Exalted and Trinity systems use a flat target number of 7 for almost all rolls.
Target numbers

The basic Target number in WoD games is 8; meaning a d10 dice roll needs to roll 8s, 9s, and 10s to bring up a Success. A roll of 7 or less is a Failure.

However, in the game of Exalted
Exalted
Exalted is a role-playing game published by White Wolf Publishing. The game is classified as high fantasy, but may be more accurately described as "mythic fantasy", as the developer specifically avoided drawing on J. R. R. Tolkien, but rather turned to a mixture of world mythologies for inspiration...

 the player need only to get a 7, 8, 9 or 10 for a success.

As long as one Success is rolled, that character has achieved their task. Five or more Successes in a roll is a Exceptional success and usually something very beneficial happens for the character, above what they had expected.

Anytime a die comes up as a 10, a player may reroll it to see if it gets another 8 or higher. This is called 10 Again. If the reroll succeeds, it counts as another Success to be added in.

Anytime a character has absolutely no dice remaining in their pool as a result of negative Modifiers, the task would seem impossible to perform. The character is still allowed a single d10 die roll, called a Chance Roll, to see if sheer blind luck or divine intervention allows them to succeed. Result of 10 is a Success (can be rerolled for more Successes see "10 Again" rule above), 2-9 is a Failure and result of 1 is a Dramatic Failure when something really bad happens to character.
Modifiers

Modifiers are either bonuses or penalties to a die roll that are determined and added in by the Storyteller. This will subtract or add to the amount of dice that can be rolled in a Dice Pool. A maximum of 5 dice can be added to a Dice Pool as a bonus for really easy tasks. Likewise, a maximum of 5 dice can be subtracted from the pool for really hard tasks.
Keeping time

Time in storytelling games is measured in small Turns. Each Turn is 3-seconds of real time and are usually important during Combat Scenes. Turns further make up a Scene, which further make up a Chapter. A Chapter is usually one gaming session and Chapters are linked together into an overall Story set in a Chronicle (or the Big Picture), the theme and setting of the entire game.
Actions and Combat

There are three basic kinds of Actions in a storytelling game. Instant Actions take up very little time like taking a gun off safety, or shouting a small message to an ally. Extended Actions take longer time to accomplish and can extend over a number of Turns to complete, like getting a stuck window open, or changing a light bulb. Contested Actions are Actions that involve dealing with what the opposition does, like shooting at a running target during a Combat Scene.

Initiative is determined by making a single d10 roll and adding the number of Dots from their Dexterity and Composure scores to the result. Those who win Initiative, may act first during Combat or hold their action to see what the opposition does.

There are two kinds of Attacks in the game; Close Combat which is fighting with hand held weapons or bare fists against something right in front of the character, and Ranged Combat which involves projectile weapons against targets farther away from the character. Close Combat involves using the character's Strength + Brawling, or Strength + Melee Weaponry dice pools against the target's Defense and Armor Values. Ranged is handled similarly, but the character rolls their Dexterity + Firearms, or Dexterity + Athletics (Throwing) dice pools to hit the target, further Modified by distance and any cover.
Taking damage

For every Success a character has on their Attack roll against an opponent, they inflict one Health Point of Damage upon the target. There are three kinds of Damage in WW games: Bashing, Lethal and Aggravated. Bashing Damage is inflicted by blunt objects that bludgeons targets like a baseball bat. Lethal Damage is caused by slashing and piercing weapons like knives and guns. Aggravated Damage is inflicted mainly by supernatural sources and the weaknesses of supernatural creatures (such as fire and sunlight against vampires or silver against werewolves), however it can also be inflicted by severe radiation poisoning. Characters recover from Bashing Damage quickly, while Aggravated Damage takes the longest to recover from.

Health boxes are checked off by Damage. Whenever a character is down to their last 3 unchecked Health boxes, they begin to suffer a -1 die penalty to most rolls, With two left, they suffer -2, and with one left, they suffer -3. When the last box is checked with bashing damage, a character is generally at risk of passing out, if the last box is checked with lethal damage, a character is helpless and generally at risk of dying without medical attention, and if the last box is checked with aggravated damage, a character is dead. If a character's Health track is filled with Bashing Damage, any additional Bashing Damage is upgraded to Lethal, and if a character's Health track is filled with Lethal Damage, any additional Bashing or Lethal damage is upgraded to Aggravated.

Rewards

After a game, a Storyteller can award experience point
Experience point
An experience point is a unit of measurement used in many role-playing games and role-playing video games to quantify a player character's progression through the game...

s to players to improve their character's Attributes, Talents and Skills. Experience distribution is typically based upon roleplaying performance (especially if flaws are present), as well as accomplishing short and long term goals. Longer games typically yield less experience per session, whereas shorter games usually yield higher amounts. A typical experience point yield is 2-4 points.

Variant Systems

Both Exalted
Exalted
Exalted is a role-playing game published by White Wolf Publishing. The game is classified as high fantasy, but may be more accurately described as "mythic fantasy", as the developer specifically avoided drawing on J. R. R. Tolkien, but rather turned to a mixture of world mythologies for inspiration...

 and Scion
Scion (role-playing game)
Scion is a series of role-playing games published by White Wolf, Inc. The first core rule book, Scion: Hero. was released on April 13, 2007. The second volume, Scion: Demigod, was released on September 12, 2007, and the third, Scion: God, was released on January 23, 2008. The Scion Companion...

 use variants of the Storyteller system. The prime difference is the absence of a cardinal Virtue and Vice. There are instead four virtues (in Exalted, they are Compassion, Valour, Temperance and Conviction, while each pantheon
Pantheon (gods)
A pantheon is a set of all the gods of a particular polytheistic religion or mythology.Max Weber's 1922 opus, Economy and Society discusses the link between a...

 in Scion has a unique set) which determine the character's moral values and actions. Also, the target roll for dice is 7 rather than 8, and different attributes are used from other ST games. Also, Exalted uses different Abilities to WoD games, which are not divided physical/mental/social, but rather by the caste
Caste
Caste is an elaborate and complex social system that combines elements of endogamy, occupation, culture, social class, tribal affiliation and political power. It should not be confused with race or social class, e.g. members of different castes in one society may belong to the same race, as in India...

 of the character (the only exception to this is Lunar Exalted, who instead divide attributes by caste and use the physical/mental/social dividers for abilities.) As of Second Edition, time within Exalted is also kept track of not in turns, but in ticks (which are equivalent to one second each). A more dramatic variant is the Mind's Eye Theatre
Mind's Eye Theatre
Mind's Eye Theatre is a live action role-playing game based on the White Wolf World of Darkness universe, sharing a theme and setting originally with the table-top role-playing game Vampire: The Masquerade and now with its revision, Vampire: The Requiem...

 system, which is designed for LARP
Live action role-playing game
A live action role-playing game is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character. The outcome of player actions may...

rather than tabletop roleplaying.

Books

New World of Darkness (nWOD)

World of Darkness Rulebook (Aug 2004) WW55002

Second Sight (April 2006) WW55100

Armory (Jan 2006) WW55102

Chicago (Dec 2005) WW55200

Antagonists (Dec 2004) WW55301

Mysterious Places (June 2005) WW55302

Ghost Stories (Nov 2004) WW55400

Storyteller’s Screen WW55701

Shadows of the UK (June 2006) WW30202

Skinchangers (July 2006) WW30305

Tales from the 13th Precinct (July 2006) WW55001

Shadows of Mexico (Oct 2006) WW25201

Urban Legends (April 2007) WW55303

Book of Spirits (May 2007) WW55202

Asylum (Aug 2007) WW55204

Reliquary (Sep 2007) WW55203

Changing Breeds (Oct 2007) WW55103

Midnight Roads (Feb 2008) WW55205

Innocents (April 2008) WW55004
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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