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As this System is created with the view of rules we are using at our home table some of the rules implemented differs from the RAW rules of Werewolf the Apocalypse 20th ed. The goal of the System is to have settings to handle this.
Using the rules for Willpower from World of Darkness 5th edition. Your Composure + Resolve equals your permanent Willpower.
By spending a Willpower point you can reroll up to three dice to your roll. You can only reroll any dice on the roll and that isn't showing a success.
The attributes Appearance and Perception are removed and exchanged with the Social Attribute Composure and the Mental Attribute Resolve both from the World of Darkness 5th edition.
Composure allows you to remain calm, to command your emotions, and to put others at ease despite anxiety. It is also represents your ability to stay cool in everything from firefights to intimate encounters.
Your Composure + Resolve equals your Willpower.
• The slightest insult or confrontation could drive you to frenzy.
•• You can subdue your predatory instincts in most non-hostile situations.
••• Others look to you for guidance when the blood spatter hits the fan.
•••• You can effortlessly bluff at cards.
••••• The inner emotions are your pet.
Resolve provides focus and determination, and measures concentration and mental fortitude. Resolve powers all-night watches and blocks out distractions.
Your Composure + Resolve equals your Willpower.
• You have minimal attention for all but the most pressing things.
•• You can settle in for the long haul, as long as it’s not too long.
••• Distracting you takes more effort than most other people want to spend.
•••• You can brute-force your way to a deduction past any obstacles.
••••• You can think in a gunfight or watch the door in a blood orgy and then clean up every shell casing or spilled droplet.
Changed to Wits from World of Darkness 5th edition. Wits are for thinking quickly and reacting correctly on little information. “You hear a sound” is Wits; “You hear two guards coming” is Intelligence. Wits let you smell an ambush or answer the Master of Rites back at the Moot right away, instead of thinking of the best response the next night.
Wits replaces the old attribute of Perception. Normal perception roll if nothing really fits - Composure + Wits.
• You get the point eventually, but it takes explaining.
•• You can bet the odds in poker or apply the emergency brakes in time. Usually.
••• You can analyze a situation and quickly work out the best escape route.
•••• You are never caught on the back foot and always come up with a smart riposte.
••••• You think and respond more quickly than most people can comprehend.
How to roll advantage Attributes. If using temporary or permanent value.
How to handle 1s in dice rolls. If an one (1) removes a success or not.
The system holds several different sheets. Those that are marked as DONE can still get added functionality they are just considered to be in a stage where they can be used with no real problem.
Is DONE.
Is DONE.
Is just added as a type of Sheet. It has not been implemented.
Is in BETA. Things needed to be fixed are mainly graphical things.
Is DONE.
All sheets uses Items for any dynamic addition to your character. If that is powers you have, merits, experience points you have you. How to organize this is a bit up to the Storyteller. In my case I have created each item I use in my World and if a character gets a new weapon I drag that item to the sheet and it is automatically added to its list.
If the character have an item that differs from "normal" then drag it to the sheet then edit the individual item on the sheet. That is easier than just created multiple items that has just small changes to them.
Used by all but spirits. There are two different types - natural weapons (punch, kick, bite and so on) and melee weapons (dagger, sword and so on).
Used by all but spirits. Ranged weapon are just as one can imagine; pistols, rifles, bows and so on. Thrown weapons are also within these items.
Used by but spirits.