THE STORYTELLER SYSTEM


The system and its rules merely exist in Zhandou for certain events, and can be optionally used by players for complicated actions.

This includes contests between two or more characters, tasks that may require an extended period of time, and botches, or failures with disastrous consequences.

It is entirely possible to roleplay on the forum without ever using the system. The choice to use it, or join threads that do, even how it's used, is completely up to you.

The system used in Zhandou is largely based on White Wolf's Storyteller system. Because that system is meant to be used in a tabletop game setting, it's been largely modified to fit our post-to-post roleplaying needs.

The methods used to resolve tasks and conflicts in the Storyteller system involve dice pools, which use only ten-sided dice.

The key traits of characters using this system are six cardinal Attributes; things like Abilities as well as moves for Pokémon and Humans alike simply add further advantages for characters.

If you rather use these traits as a simple guide, and not really roll dice, it's allowed as well. The ones who have a say are usually the thread creators and their participants.

THE STORYTELLER


Sometimes abbreviated to "ST", is the player in a thread who generates and/or moves the story. The role is equivalent to the Dungeon Master in Dungeons & Dragons games, or Game Masters in other roleplaying games. In forum roleplaying terms they are usually known as story moderators, or simply mods.

In Zhandou, though we do have official Storytellers that drive our main plot, we might refer to any member as a Storyteller since we are all capable of running side story or subplot threads.


HOW IT WORKS


Actions are resolved in the Storyteller System by rolling a ten-sided die. Here on Zhandou we use dice to determine if the action or attack was successful or not. This means that whenever you want to do an action (mainly attack an opponent), you write your action out in a post, describing what you character is attempting to do. In that post you roll a single die. Once you hit submit the resulting number will determine how the next poster reacts to the action.

This is why members should never describe direct hits, or automatic actions against another player, but attempts of them instead.

Each action has a number that each dice roll must meet; this number is called a difficulty. This number is usually 4, although some mods might change it depending on the scenario. Any dice that come up as this number or higher are counted as successes. Using our default difficulty as an example, 1-3= miss, 4-10 = success!

The higher the number, the more favorable the result. One success of difficulty 4 is sufficient for basic tasks, while a higher number may be required for difficult tasks or tasks performed in trying conditions. In the end the choice is between the thread creator and its participants.


ENERGY AND POWER POINTS


Another basic mechanic concerns the expenditure of points.

Character types capable of supernatural or paranormal ability typically have a trait that represents their source of supernatural power, such as Energy for humans or Power points for Pokémon.

Every post where a move is used, one point from that move's energy or power point is spent. Such points may be regained in different ways, like Elixirs and Ethers that can be bought in the shop, but mainly at the end of a thread all points are recovered.

Energy and Power Points can be increased, except those which have a base of 1 PP or Energy, with the use of a EP UP or EP Max; both of which can be bought in the shop.

HEALTH


A character's health is tracked via health points. When a character suffers wounds, these are subtracted from their health points in sequential order.

The first few health points represent minor damage, while the later ones indicate serious injury which debilitates, incapacitates or even kills the character.

A character's Stamina attribute acts like a shield to a character's health before damage actually affects their health directly. For example, if a character has 5 dots in stamina they can take 5 damage without it affecting the character. Once the stamina is depleted, and it reaches their 7/7 health pool, the characters begin to be affected negatively.

In addition, there are three different types of damage, which determine how long a wound takes to heal and the effect a final wound has on a character (i.e. unconsciousness, torpor, death etc.).

Most character types have seven health points, though exceptional characters like Legendaries and Exalts may have more.

The standard levels are:

7/7 HP Bruised. No penalties are issued.

6/7 HP Hurt. -1 penalty to dice pools and no movement penalties.

5/7 HP Injured. -1 penalty to dice pools and movement is slightly impaired.

4/7 HP Wounded. -2 penalty to dice pools and movement is limited to walking and jogging.

3/7 HP Mauled. -2 penalty to dice pools and movement is significantly impaired.

2/7 HP Crippled. -5 penalty to dice pools and movement is nearly impossible.

1/7 HP Incapacitated. A character may take no actions or move due to unconsciousness.

If an incapacitated character takes further damage, they are dead by the definition of their character type; however, because our characters cannot be killed off without the creator's consent, most characters simply remain incapacitated.

DAMAGE


Damage, as part of the health system, is a source of potential or actual bodily harm. Weapons and moves, along with other sources of injury, including poisons, diseases and natural hazards, are rated with a percentage of final damage.

Calculating damage simply takes adding an attribute's dots with a move's dots. The attribute a character uses to sum up the damage is dependant on the damage category of the move.

Damage can fall under the following categories, and are summed up with the aligning attributes:

Physical + Strenght or Stamina

Special + Intelligence or Resolve

Status + Dexterity or Perception


MOVE TYPES


Depending on the effectiveness of an attack or danger of a source, some or all of these damage levels may cause wounds to an affected character. Move types play a huge role in the final damage dealt.

Damage has been differentiated into the following types:

-- No Effect (0%) Like the name implies, these have no effect on the character.

- Not very effective (50%) Is the least severe, and represents minor injuries from which characters can naturally recover and rarely causes death. Like being hit by a car door, getting into a fist fight, minor electrocution.

+ Normal (100%) Is serious trauma which may cause death, and generally requires medical attention. Lethal damage is probably the most common, certainly in combat. Like being shot or stabbed, burned by a fire, or even major electrocution.

++ Super Effective (200%) Represents supernaturally caused injuries. Like a bite from a supernatural creature which doesn't heal for weeks, magic spells, enchanted weapons. Usually a Pokémon's weakness tends to cause Aggravated damage.

Luckily, in Zhandou we have a calculator that can work out the final damage for you. You can access the calculator in the tools page, or underneath of the text area when posting in a thread. Simply put in the Attacker's Type vs the Defender's Type, then in the Damage Dealt field should go the sum of the attribute and move dots.

ATTRIBUTES


Attributes are traits that measure a character's innate capabilities. They are one of the three main categories of traits, alongside Moves - with which they are often combined to form dice pools - and Abilities.

The majority of characters have six attributes, grouped into two categories: Physical and Mental. Most characters are limited to ratings of between 1 and 5. 1 would mean they are not very good at said ability, while higher numbers mean they are better at it. Supernatural creatures, including Legendaries and Exalts, are often capable of raising their attributes beyond mortal capability.


PHYSICAL ATTRIBUTES


STRENGHT - Raw physical strength. Usually aligned with the Physical Damage Category. More often than not used for offensive actions. The equivalent of Attack in the pokemon game.

Strength is the raw, brute power of a character. It governs how much weight a character can lift, how much he can physically push, and how hard he can hit another character or object. The Strength Trait is usually added to a character’s damage pool when he hits his opponent in hand-to-hand combat. Under the disctetion of the thread creator, it could also be used when a character wishes to break, lift, or carry something, as well as when a character tries to jump a distance.

Poor: You can lift 40 lbs (about 20 kgs).
•• Average: You can lift 100 lbs (close to 50 kgs).
••• Good: You can lift 250 lbs (a little over 100 kgs).
•••• Exceptional: You can lift 400 lbs (close to 200 kgs).
••••• Outstanding: You can lift 650 lbs (nearly 300 kgs) and crush skulls like grapes.

Specialties: Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Fists Like Anvils, Lower Body, Lifting, Long Jumping, Sustained Carrying



DEXTERITY - Speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination. Usually aligned with the Status Damage Category. More often than not used for offensive actions. The equivalent of Speed and Accuracy in the pokemon game.

The Dexterity Attribute measures a character’s general physical prowess. It encompasses the character’s speed, agility, and overall quickness, as well as indicating the character’s ability to manipulate objects with control and precision. Also included under Dexterity’s heading are hand-eye coordination, reflexes, and bodily grace.

Poor: You are clumsy and awkward. Put that gun down before you hurt yourself.
•• Average: You’re no clod, but you’re no ballerina, either.
••• Good: You possess some degree of athletic potential.
•••• Exceptional: You could be an acrobat if you wished.
••••• Outstanding: Your movements are liquid and hypnotic — almost superhuman.

Specialties: Precise, Swift, Feline Grace, Lightning Reflexes, Sure-Footed, Nimble Fingers, Steady Hand, Flexible, Light Touch



STAMINA - Physical hardiness, including resistance to disease and physical trauma and how fast you can recover. Usually aligned with the Physical Damage Category. More often than not used for defensive actions. The equivalent of HP and Defense in the pokemon game.

The Stamina Trait reflects a character’s health, toughness, and resilience. It indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character’s grit and tenacity.

Because a character's attributes and moves cap at 5 dots each, the most damage a move can do (without adding their type effectiveness) is 10. This is why stamina is such an important attribute, to defend against instant knock outs.

Poor: You bruise in a stiff wind.
•• Average: You are moderately healthy and can take a punch or two.
••• Good: You are in good shape and rarely fall ill.
•••• Exceptional: You can run — and perhaps win — any marathon you choose.
••••• Outstanding: Your constitution is truly herculean.

Specialties: Tireless, Determined, Tough as Nails, Vigorous, Resolute, Unbreakable, Resilient, Enduring, High Pain Threshold


MENTAL ATTRIBUTES


Intelligence - Memory and raw brainpower. Usually aligned with the Special Damage Category. More often than not used for offensive actions. The equivalent of Special Attack in the pokemon game.

The Intelligence Attribute refers to a character’s grasp of facts and knowledge. It also governs a character’s ability to reason, solve problems, and evaluate situations. Intelligence also includes critical thinking and flexibility of thought.

Intelligence does not include savvy, wisdom, or common sense, as those are properties of the character’s personality. Even the smartest character may be too foolish to realize that the thugs who want to “borrow” her car keys are up to no good.

Characters with low Intelligence aren’t necessarily stupid (though they might be); they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren’t all Einsteins; they may be better at rote memorization or have particularly keen judgment.

Poor: Not the sharpest knife in the drawer.
•• Average: Smart enough to realize you’re normal.
••• Good: More enlightened than the masses.
•••• Exceptional: You’re not just bright, you’re downright brilliant.
••••• Outstanding: Certified genius.

Specialties: Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority, Probability Calculation, Trivia, Discerning, Logical, Pragmatic, Scholarly



Perception - Your ability to notice things, to perceive the world around you, through all your senses. Usually aligned with the Status Damage Category. More often than not used for defensive actions. The equivalent of Evasion in the pokemon game.

Perception measures a character’s ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character’s keen senses notice something out of the ordinary. Perception is a sensitivity to one’s surroundings, and is seldom present in the cynical or jaded (who have seen it all before).

Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, distinguish a clue from a pile of refuse, or uncover any other hidden or overlookable detail, whether physical or otherwise.

Poor: Perhaps you are absurdly self absorbed, perhaps merely an airhead. In any event, watch out for that car!
•• Average: The very subtle evades you, but you’re aware of the bigger picture.
••• Good: You perceive moods, textures, and small changes in your environment.
•••• Exceptional: Almost nothing escapes your notice.
••••• Outstanding: You instantly observe things almost imperceptible to human senses.


Specialties: Attentive, Insightful, Careful, Discerning, Tactical, Experienced, Eyes in the Back of Your Head, Farsighted, Uncanny Instincts, Detail-Oriented, Intuitive, Empathetic, Keen-Eyed, Paranoid, Sharp Hearing



Resolve - Mental Resistance; a character's strength of will and intellectual focus. Usually aligned with the Special Damage Category. More often than not used for defensive actions. The equivalent of Special Defense in the pokemon game.

Your character's resolve measure their ability to control the urges and desires that threaten to overtake them. They represent their strength of will in the face of opposition, their ability to steel herself against manipulating forces, and their determination in the face of temptation.

Poor: Timid
•• Average: Diffident
••• Good: Confident
•••• Exceptional: Controlled
••••• Outstanding: Unshakable


Specialties: Strong-Willed, Iron-Willed, Certain, Life threatening jobs like: firefighters, soldiers and doctors