World of darkness character sheet pdf


 

New World of Darkness: High Density Character Sheet [To Record up to 5 Characters] The Dark Haven Chronicles Character Sheet [PDF] - by Timothy Himes. New World of Darkness Character Sheet - Download as PDF File .pdf), Text File .txt) or read online. nvrehs.info of the nWoD character sheet. World of Darkness Character Sheet - Download as PDF File .pdf), Text File .txt) or read online. Created by Skari, aka Emerald Samurai, for nWoD.

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World Of Darkness Character Sheet Pdf

Onyx Path Publishing. ADD TO WISHLIST >. PDF. $ 1 2 3 4 5 If new Character Sheets for the World of Darkness 20th Annuversary. Vampire the Requiem 2nd ED 1 Page Sheet [Portuguese version. Translated by Francisco Vinicius. Check out his blog at: nvrehs.info ]. Requiem for Rome 1 Page Interactive Sheet with Social and Mental Combat Stats World of Darkness: Rome 1 Page Sheet ยท World of Darkness: Rome 1 Page.

Promethean, 2nd Ed. Werewolf, etc. Horrors and Ephemeral Beings should probably have their own Sheet for Storytellers as it would require an entire rewrite of the sheet for those. Thank you so much! I've been running a Chronicle of Darkness game lasting for over a year using these wonderful sheets made by Steve K. But the lack of sheets that support the second editions dice rules has been a little painful, most because my chronicle uses PCs and NPCs from different templates. I'm looking forward to use the Mage, Changeling and Geist second editions sheets especially. Steve K, if you happen to be reading this, I want to say that your sheets are excellent and gave me marvelous months of gaming. If possible, when you have the time, could you add a simple sheet for creatures that do not use all abilities and attributes? Ghosts, spirits, zombies and other horrors use a simplified sheet with only the attributes Power, Finesse and Resistance, usually counting up to ten each. Also, if possible, could you insert an option to manually set the value of the Defense trait, as some of us use different calculations for this trait?

Resistance attributes are used to resist outside forces. So for instance if you chose Mental category for your 3 dots, you could distribute those 3 as you like among the attributes of Intelligence, Wits, and Resolve. However, filling in the 5th dot in any attribute costs 2 dots instead of just 1. Generally, one dot in an attribute denotes ineptness, worse than the average person.

Two would be average human level. Three would be the result of regular practice us RPers could mostly consider ourselves at Three level in our craft. Four is the result of frequent practice or natural gifts these would be those RPers who churn out amazing posts or write professionally. Five is prodigy level, the very peak of human ability. It is possible for supernatural effects to boost you above Five dots, and anything such would be indeed considered impossibly good ability.

Attributes can be improved after character creation using EXP gained during play.

Skills These are fairly self-explanatory as well. Again these are divided into the same 3 categories of Mental, Physical, and Social. Again, you are given points to divide up by category: this time 11 in one, 7 in another, and 4 in the last.

Again, the 5th dot in any skill costs 2 points. Additionally, you also assign three Skill Specialities. You write these on the line next to the skill names. You can assign all three to a single skill, or one each to three skills, or two to one skill and one to another, however you like.

You choose a speciality within the field of your chosen skill that your character will have particular talents in - there is no predetermined list of options, so you pretty much get to make this part up, within reason. For instance, for Academics, you may specialize in Ancient History, or any other academic subject. For Science, you may specialize in any of its fields, such as Chemistry. For Firearms you might specialize in certain weapon types, like pistols. For Subterfuge, you might specialize in con artistry etc.

Player Resources

It's pretty common sense. Your specialities will give you bonus modifiers when the situation involves your particular speciality.

For instance when running from danger, your Athletics skill would come into play, and you'd get a bonus if your Athletics skill specialized in sprinting.

The amount of dots you put into skills have similar connotations as they did for attributes. While some of these may suggest years of experience are necessary, if your character has a high amount of dots in a skill but is implausibly young to be so talented, you'd obviously have to chalk it up to sheer natural talent. Skills can be improved after character creation using EXP gained during play. Supernatural Stuff Everything before this point will be the same regardless of what supernatural creature you're playing, or if you're just playing a human.

After this point, you will need to refer to the handbook of your chosen entity for details. This will largely be up to you, however if a story is conducted which requires specific supernatural entities, we will likely put up guides to filling out their details.

For now, we're going to continue with how you'd create a human character. Advantages The nitty-gritty calculation stuff, where you'll work out various stats based on what you've chosen so far. Defense: This is equal to your Dexterity or Wits, whichever is lower. Size: 5 is the default value for an adult human, while a human child would be 3. You fill in the circles up to this value, as your permanent health.

The squares are used to record damage, since you will have to keep track of whether each point of damage is Bashing, Lethal, or Aggravated. This equates to basic human decency and respect for the law.

Online Resources: Help for Beginners

This value may decrease or increase based on your actions, and will be covered in more detail later. For Science, you may specialize in any of its fields, such as Chemistry. For Firearms you might specialize in certain weapon types, like pistols. For Subterfuge, you might specialize in con artistry etc. It's pretty common sense. Your specialities will give you bonus modifiers when the situation involves your particular speciality.

For instance when running from danger, your Athletics skill would come into play, and you'd get a bonus if your Athletics skill specialized in sprinting. The amount of dots you put into skills have similar connotations as they did for attributes.

While some of these may suggest years of experience are necessary, if your character has a high amount of dots in a skill but is implausibly young to be so talented, you'd obviously have to chalk it up to sheer natural talent. Skills can be improved after character creation using EXP gained during play. Supernatural Stuff Everything before this point will be the same regardless of what supernatural creature you're playing, or if you're just playing a human.

After this point, you will need to refer to the handbook of your chosen entity for details. This will largely be up to you, however if a story is conducted which requires specific supernatural entities, we will likely put up guides to filling out their details.

For now, we're going to continue with how you'd create a human character. Advantages The nitty-gritty calculation stuff, where you'll work out various stats based on what you've chosen so far.

Defense: This is equal to your Dexterity or Wits, whichever is lower. Size: 5 is the default value for an adult human, while a human child would be 3. You fill in the circles up to this value, as your permanent health. The squares are used to record damage, since you will have to keep track of whether each point of damage is Bashing, Lethal, or Aggravated. This equates to basic human decency and respect for the law. This value may decrease or increase based on your actions, and will be covered in more detail later.

For reference, a turtle is 1 and a cheetah is This value is amount of yards you can move in a turn. They are regained as mentioned earlier, by fulfilling your Virtues and Vices. It can also, at GM discretion, be regained after a significant rest or monumental moment that would realistically give someone more will to carry on.

Merits This is where characters become truly customized. Merits are additional boons to your character, covering a wide range of effects from boosting certain stats, to giving them modifiers in certain situations, to determining their knowledge about various things.

Again these are divided into Mental, Physical, and Social, however there is no requirement as to how many if any you choose of each. You may spend 7 dots for your merits. Merits can be improved or acquired after character creation using EXP gained during play. Flaws This is an entirely optional part of character creation, hailing back to what I said at the start about ways to deliberately hinder your own character.

You can choose to give your character various mental, physical, or social flaws that will hinder them during play the GM must consent to these, as you can't just give your character the One-Armed flaw when they actually have both arms still.

For example, if your character's flaw is Crippled, they will be confined to a wheelchair and suffer penalties during movement actions.

TechnoVampire's World of Darkness Resource Page

If you did a lot of moving during a chapter, you would likely gain the extra experience point. If you didn't have to move much and didn't suffer much particular difficulty from it, you would not gain that extra point.

Additionally, flaws may be inflicted on players as events during the game warrant this must be agreed upon by the player though , for instance a character becoming Lame after a particularly brutal fight. Fulfilling different conditions, such performing particularly heroic feats, or exhibiting excellent roleplaying of your character, may each award 1 more point.

As a basic idea, you could expect most likely to gain EXP at the end of a chapter on average. You can spend your EXP between chapters, on most of your stats.

These are the costs: Attribute: each dot you wish to add costs 5 EXP.

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