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SAS Support Kits

SAS Support Kits

Written by Eddy Webb and Will Hindmarch


White Wolf Publishing 2075 West Park Place Blvd. Suite G Stone Mountain, GA 30087

Layout and Design by Jessica Mullins

Interactive Version by Mr. Gone

2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Exalted, Scion, Storytelling System and the Storytelling Adventure System are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com Check out the Storytelling Adventure System online at http://www.white-wolf.com/sas

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Storytelling Adventure System Support Kit

Introduction

SAS Support Kits

This support kit contains a variety of blank forms for writing stories for your chronicle using the Storytelling Adventure System (SAS). The essay youre reading now is a guide to crafting adventures in the SAS style for personal use, modified from the advice given to the writers of our pre-constructed SAS adventures. If you havent read the SAS Guide yet, you can download it for free from our website at http://www.white-wolf.com/sas. Everything here builds on that material, so take a moment to get familiar with the basics. There are three rough areas for each SAS story introduction and groundwork, scenes and aftermath. You can delete some areas and add new ones based on the needs of your story, but its good to know why each section is there before you start changing them. The sections are covered briefly in the SAS Guide, but this covers them in more detail.

This is probably the least important section when youre writing the story for your own use. However, its a good place to jot down any theme or mood you think will permeate your story, as well as noting inspirational sources, supplementary materials and overall advice you want to remember before going into specifics later. Most times, though, you can probably skip this section.

The Treatment

Introduction and Groundwork


Adventure Ratings
First are the adventure ratings. The number of scenes is a simple count of what you have in your story (including optional scenes). The MPS dots are not an average of the individual scene MPS dots, but your impression of how much of a challenge each aspect is in your story, based on the chart on p. 3 of the SAS Guide. The XP level is what experience point amount you find appropriate for the challenges in the story as presented (whether through a previous playtest or a rough estimate of the power level of the antagonists).
STORyTellInG AdvenTURe SySTeM

The first part of the treatment is a very short synopsis of the adventure, followed by a brief rundown of the story as you envision it unfolding. Note that its very likely your game wont turn out as you detail it here, but its good to have a basis to work from. Start with a one-paragraph description of the story. Be short: describe the core conflict of the adventure and then move on. From there, the bulk of the treatment is a frank, brief telling of your story. This is your chance to give your version of the tale, but acknowledge the major turning points here, including the various ways they can alter the ultimate outcome of the adventures story. This is a roadmap for the story, so make sure that all the twists and turns are clearly marked out. Dont hide surprises in the climactic scene or bury important reversals in a characters description.

SAS Support Kits

Background and Set-Up

SceneS

MenTAl OOOOO PhySIcAl OOOOO SOcIAl OOOOO

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o-34

Avoid writing a bunch of background material for your story thats only going to be of interest to you. Unless the backstory between two Storyteller characters is important to the core conflicts of the story, skip it. Just because you have a scene in a warehouse doesnt mean we need to know how international shipping law works. Set-up is also where you can detail areas like the motives of the player characters or any potential patrons, information gathering, rumors and other information relevant to the lead up before the first scene.

2
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new elements

This is where you put objects that fall under already-defined categories: bloodlines, Merits, Charms and so on. Put only those things in here. These are more likely to be used outside the scope of this story, and you dont want your story-specific mechanics to be confused with them later.

should consider putting a few quotes on each important Storyteller character yourself, so you get a richer sense of how the character talks when thrown into a variety of situations. For example, you could offer an example of how the character uses a particular Skill or power by writing an example like the following: (Intimidate) You ever felt somebodys bone snap in your hands? I have. I love it. I love that feeling. (Streetwise) No worries, there, chief. I know youd never get involved in such shady shit. But you know the neighborhood and might have an idea where such low-lives can be found. Right? (Dominate) Josh, listen to me. I need you to go down to Humes apartment and deliver this package for me. You can do that for me, Josh. Do that for me, Josh.

Storytelling Mechanics

SAS Support Kits

Its okay to whip up optional systems for resolving core narrative issues, like a sub-system that determines when characters finally draw police attention to their activities while on the run for a murder they didnt commit. Because this action provides some of the architecture for the whole story, you should detail it here rather than in any one scene, so you always have access to it.

SAS Support Kits

The cast

Personality Mechanics
This is Vice and Virtue for World of Darkness, Motivation for Exalted, Nature for Scion and so on. These are the same as they are in the original games, but its good to throw in a quick sentence or two explaining what they mean to the character in question. Its another hook to help you understand how to portray the character.

The Storyteller characters presented in SAS adventures use a slightly different format from our normal Storytelling games. These characters contain specific, detailed advice and notes to help you use them in a particular story. Write sample descriptions, monologues, tactics and goals for the most important Storyteller characters in the story; the character write-ups should be your one-stop shop when playing that character. Dont bother writing up every downtown commuter on the D-Train this way. If you set out to detail too many characters, you may make each of them too shallow and they wont be as vibrant as you need them to be. Focus on getting key characters across as richly as you can, and trust that you can improvise the supporting roles.

Background
This is a quick, basic background on the characters fictional history in the game world. The odds are good that youve covered a lot of what might go in here under Backstory or Set-Up, so you dont need to repeat that. This section is intended as a touchstone, though, so certain key pieces of information may warrant the repetition, such as the characters wifes name, alma mater or the circumstances of his unfortunate demise a hundred years ago.

cast Structure
Quotes
In most books, a character gets one quote, a sassy one-liner designed to get the Storytellers attention right away. In SASs, though, we usually supply three important lines of dialogue for potential situations, to help you get a handle on portraying the character. You 3
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description
This is still a description of the character in question. Rather than a densely intertwined block of text, though, jot down a few ready-tosay descriptive statements you can share with your players. This isnt read-aloud text, exactly, but its pretty close. Just break it up a bit so you can pull it apart as needed

Also, remember that, despite its name, this entry isnt strictly visual. Youre not describing the character to a police sketch artist, youre communicating with an audience through words. Descriptions that cut to the chase and stick with the audience are best. Here are three sample descriptions that might be given for the same character but dont resort to just listing traits: Hes got the look of a wadded-up rag, oily and wrinkled. If people had evolved from frogs, theyd look like this. His fangs are his only teeth, and thats probably been true since the day he died.

combatant Statistics

Storytelling hints
This is a misnomer. Dont hint be clear. Write down as precisely as you can the characters role in the story and how to use him to accomplish narrative goals. Whats the characters purpose in the story? Exposition? A dose of action? A Mental challenge? How might the character be re-appropriated for other uses? Dont confuse this with a description of the character. In this section, youre talking shop. Doug is a sympathetic character, so play him as humble, funny, rebellious, chauvinistic, blunt or anything else thatll get the players and their characters to like him enough to hate his killers.

Be specific and dont go overboard. The number of characters who need five dots in anything should be very small. You have many other mechanisms for controlling the power level of any scene, but a detailed character sheet cements a center point for the challenge of the scenes that character is a part of. You arent required to give each Storyteller character exactly the number of dots that the players characters start with, because they serve two very different purposes in the game. Dont put characters with massive dice pools into adventures for less experienced characters. Its also a good idea to pre-calculate dice pools you expect to use a lot before the game starts.

SAS Support Kits

Scenes

SAS Support Kits

non-combatant Statistics (World of darkness)

Easy on the dice pools. They should be neither too high or too many. Characters who arent the players characters and arent essential antagonists should serve specific purposes in your story. Avoid writing characters like A Librarian in favor of Evelyn, the Suspicious Librarian. When writing the entries for dice pools, you can include one descriptive statement at the beginning and write your explanatory text specific to the character. For example: Research (5 dice) She tips books off the shelf with a practiced little pull at the top of the spine. She then lobs the book from one hand to the other before opening it and flipping through the pages. She loves her job. Evelyn thrives on finding and having answers. This makes her nosy. She gladly helps anyone find out information, but then looks over your shoulder once its found. She wants to know what you want to know. When the characters leave, she looks them up on Google and sees where the hits take her. 4

This next section is the catalog of scenes that make up your story. These are the most important parts of your story. You wont create good stories by cheating this structure. Instead, youll do it by creating exciting and dramatic situations. One point of order: make sure your scenes are actually scenes. If its a chunk of text talking about a characters overall goals (not just the immediate goals in that part of the story), put it in the Cast section. If its a couple of paragraphs describing what happened before the story started, that goes in Background and Set-Up. If you are trying to describe a crucial story decision but its not specific to a place or time, give that decision some structure and flavor and make it into a scene. The more evocative each scene is, the more richly textured the story will be at the table.

Scene Format
Much like the MPS ratings for the overall story, these ratings arent based on any particular metric, but your overall feel of what challenge the scene offers to the story at hand. A starting Vampire character will have a different Social challenge than one with 75 experience points or a starting Scion character. Its more important that the dots for the scenes give you a quick way to gauge the challenge of a scene.

MPS Ratings

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Overview

This should contain a synopsis, a short description of what triggers the scene and a description of the central conflict. Avoid a big paragraph of description. Put things in sentences that can be used now and again throughout the scene, rather than delivered in a huge info-dump at the beginning. Also dont feel restricted to these descriptions; feel free to break them up into phrases and details to use in improvised descriptions. This is the main meat of the scene. Detail what this scene is designed to accomplish in the story (e.g., build suspense, exposit, challenge the characters) and what you should keep in mind overall when running the scene. Spell out the key choice presented to the players during the scene, as well as any antagonist goals. Explain what the characters are trying to accomplish in this scene. These probably wont be the same at the Storyteller goals, but they can be.

description

like spit (2) or wind-blown sand gets into everything (3). The effects of previous scenes can also act as a hindrance. Help: This describes ways the characters can make the key action easier for themselves, or extra benefits they can derive through clever play. In many cases, they might be rewards for other actions the characters take in this scene or previous scenes, like restoring emergency lighting or putting out a fire. Roll Results: A list of possible roll results, and some suggestions on how they can manifest in the scene.

consequences

Storyteller Goals

SAS Support Kits

Detail any special consequences for the scene here. Note that these are consequences that will have an impact on future scenes of the story any consequences that radiate outside the context of the story should be detailed in Aftermath, below.

SAS Support Kits

character Goals

Actions

Sometimes, youll use this section to detail the results of various actions the players could take with their characters. What clues do they find? What tactics will the ninjas use when they are attacked? What happens when the crowd finds out theyre really vampires? This is where the nitty-gritty of the scene gets hammered out. Most scenes, though, will also have a key action, which is a detailed description of the action complete with dice pools, modifiers and descriptive text. Use specific details and descriptions that you can read aloud in the event of dramatic failures, exceptional successes and the like. There are a few sub-sections here. Dice Pool: This simply details whatever dice pool is used for the action (if any). Hindrances: This gives you ways to make the key action more challenging, more dangerous or more dramatic for the characters. Try to be colorful with them, such as a warm, slow rain drips out of the sky 5

You can boil down all of the relevant information in each of your scenes into the scene card template. Make sure that there isnt information in the cards that isnt mentioned in the scene itself; the cards are meant to be used as a reference tool, not an additional source of information. Also, list all modifiers next to the Help and Hindrances sections in parenthesis. Example: A -1 die modifier for a slippery road would be listed as Slippery Road (-1). A +2 DV for cover would be listed as Cover (+2 DV).

Scene cards

Aftermath

The aftermath is pretty much what it says it is a discussion of the consequences of the overall story, which are seeds for future stories. This is also the place to detail end-of-story experience awards, rewarding three or four particular actions or decisions.

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Notes
Attributes 5/4/3 Skills Varies by Age Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 4 for children Defense = Lowest of Dexterity or Wits Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +4 Starting Morality = 7

Notes
Attributes 5/4/3 Skills Varies by Age Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 4 for children Defense = Lowest of Dexterity or Wits Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +4 Starting Morality = 7

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Intelligence ooooo Strength Wits Resolve

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Victor Perez (free product)

tranSMutationS ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... Humanity ...................................... Size ....................................................... Speed ................................................. Defense ........................................... Initiative Mod .......................... Armor ................................................

............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo ............................................. ooooo Notes

SkillS

oooooooooooo oooooooooo
pyroS WillpoWer

HealtH

oooooooooo

azotH

tranSMutationS ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... ............................................................................................... Dice Pool ................... Humanity...................................... Size ....................................................... Speed ................................................. Defense ........................................... Initiative Mod .......................... Armor ................................................

Name: Concept:

Virtue: Vice:

Lineage: Refinement: Notes

Name: Concept:

Virtue: Vice:

Lineage: Refinement: Notes

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Lineage: Refinement: Notes

Name: Concept:

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Victor Perez (free product)

NAME CoNCEPt

NAME CoNCEPt

CHaraCter rela tionSHipS


Name Name Name Name Name Name CoNCept CoNCept CoNCept CoNCept CoNCept CoNCept

CHaraCter relationSHipS
Name Name Name Name Name Name CoNCept CoNCept CoNCept CoNCept CoNCept CoNCept

Victor Perez (free product)

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs

STs Pcs

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs
Victor Perez (free product)

STs Pcs

Name: Concept:

Virtue: Vice:

Seeming: Kith: Court:

Name: Concept:

Virtue: Vice:

Seeming: Kith: Court:

Intelligence: OOOOOOOOOO Strength: Wits: Resolve:


OOOOOOOOOO Dexterity: OOOOOOOOOO Stamina:

OOOOOOOOOO Presence:

OOOOOOOOOO

Intelligence: OOOOOOOOOO Strength: Wits: Resolve:


OOOOOOOOOO Dexterity: OOOOOOOOOO Stamina:

OOOOOOOOOO Presence:

OOOOOOOOOO

OOOOOOOOOO Manipulation: OOOOOOOOOO OOOOOOOOOO Composure: OOOOOOOOOO

OOOOOOOOOO Manipulation: OOOOOOOOOO OOOOOOOOOO Composure: OOOOOOOOOO

Skills
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Contracts
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Health
OOOOOOOOOOOOOOOO

Skills
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Contracts
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Health
OOOOOOOOOOOOOOOO

Willpower
OOOOOOOOOO

Willpower
OOOOOOOOOO

Glamour

Glamour

Glamour per turn_________

Glamour per turn_________

Wyrd
OOOOOOOOOO

Wyrd
OOOOOOOOOO

Flaws

Flaws

Merits
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Victor Perez (free product)

Clarity Size Speed


Pledges/Notes

Defense Initiative Mod Armor

Merits
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Clarity Size Speed


Pledges/Notes

Defense Initiative Mod Armor

Name: Concept:

Virtue: Vice:

Seeming: Kith: Court:

Name: Concept:

Virtue: Vice:

Seeming: Kith: Court:

OOOOOOOOOO

Notes:

OOOOOOOOOO

Notes:

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO

Name: Concept:

Virtue: Vice:

Seeming: Kith: Court:

Name: Concept:

Virtue: Vice:

Seeming: Kith: Court:

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Notes:

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Notes:

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO

OOOOOOOOOO OOOOOOOOOO

Victor Perez (free product)

Name Concept

Name Concept

Character Relationships
Name Concept Name

Character Relationships
Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

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Name

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Name

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Name

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Victor Perez (free product)

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs

STs Pcs

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs
Victor Perez (free product)

STs Pcs

Name: Concept:

Virtue: Vice:

Profession: Compact: Conspiracy:

Name: Concept:

Virtue: Vice:

Profession: Compact: Conspiracy:

Intelligence Wits Resolve

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Strength Dexterity Stamina

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Presence

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Strength Dexterity Stamina

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Manipulation ooooo Composure

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skills ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo Notes

Merits HealtH ooooo o o o o o o o o o o o o ooooo ooooo ooooo WillpoWer ooooo oooooooooo ooooo ooooo ooooo tactics ooooo ooooo ooooo ooooo ooooo ooooo ooooo Morality FlaWs
Size Speed Defense Initiative Mod Armor

skills ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo Notes

Merits HealtH ooooo o o o o o o o o o o o o ooooo ooooo ooooo WillpoWer ooooo oooooooooo ooooo ooooo ooooo tactics ooooo ooooo ooooo ooooo ooooo ooooo ooooo Morality FlaWs
Size Speed Defense Initiative Mod Armor

Victor Perez (free product)

Name: Concept:

Virtue: Vice: oooooooooo Notes

Profession: Cell:

Name: Concept:

Virtue: Vice: oooooooooo Notes

Profession: Cell:

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Name: Concept:

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Profession: Cell:

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Victor Perez (free product)

NAMe CoNCePt

NAMe CoNCePt

CharaCter relationships
N ame C oNCept

CharaCter relationships
N ame C oNCept

N ame

C oNCept

N ame

C oNCept

N ame

C oNCept

N ame

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N ame

C oNCept

N ame

C oNCept

N ame

C oNCept

N ame

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N ame

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Victor Perez (free product)

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs

STs Pcs

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs
Victor Perez (free product)

STs Pcs

Name: Concept :
Intelligence Wits Resolve

Virtue: Vice:
OOOOO Strength OOOOO Dexterity OOOOO Stamina

Archetype: Threshold:
OOOOO Presence OOOOO Manipulation OOOOO Composure OOOOO OOOOO OOOOO

Name: Concept :
Intelligence Wits Resolve

Virtue: Vice:
OOOOO Strength OOOOO Dexterity OOOOO Stamina

Archetype: Threshold:
OOOOO Presence OOOOO Manipulation OOOOO Composure OOOOO OOOOO OOOOO

Skills
OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Merits

OOOOO O O O O O O O O O O O O OOOOO OOOOO OOOOO OOOOOOOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Plasm per turn OOOOO OOOOO

Health

Skills
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Merits

Willpower Plasm

Manifestations

OOOOOOOOOO

Psyche Flaws

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Health

Willpower Plasm

Manifestations

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OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Keys OOOOO OOOOO OOOOO OOOOO Synergy Size Speed Defense

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Notes

Notes

Initiative Mod Armor Victor Perez (free product)

Initiative Mod Armor

Name: Concept:

Virtue: Vice:
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Archetype: Threshold:

Name: Concept:

Virtue: Vice:
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Archetype: Threshold:

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Name: Concept:

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Name: Concept:

Virtue: Vice:
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Archetype: Threshold:

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Victor Perez (free product)

Name Concept
CharaCter relationships
N ame C oNCept

Name Concept
CharaCter relationships
N ame C oNCept

N ame

C oNCept

N ame

C oNCept

N ame

C oNCept

N ame

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N ame

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N ame

C oNCept

N ame

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N ame

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Victor Perez (free product)

SCENE:
mental

SCENE:
physical social
mental

physical

social

HINDRANCES

HELP

OtHER

HINDRANCES

HELP

OtHER

Sts PCs

Sts PCs

SCENE:
mental

SCENE:
physical social
mental

physical

social

HINDRANCES

HELP

OtHER

HINDRANCES

HELP

OtHER

Sts PCs
Victor Perez (free product)

Sts PCs

nAme
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nAme CoSt nAme CoSt

nAme: ConCePt: Strength Dexterity StAminA


OOOOO OOOOO OOOOO

CASte: AnimA: ChAriSmA mAniPulAtion APPeArAnCe


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eSSenCe Pool

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nAme
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eSSenCe Pool

exPerienCe

nAme
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nAme: ConCePt: Strength Dexterity StAminA


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eSSenCe Pool

exPerienCe

nAme
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eSSenCe Pool

exPerienCe

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Victor Perez (free product)

nAme ConCePt

nAme ConCePt

ChArACter relAtionShiPS
n Ame n Ame n Ame n Ame n Ame n Ame C onCePt C onCePt C onCePt C onCePt C onCePt C onCePt n Ame n Ame n Ame n Ame n Ame n Ame

ChArACter relAtionShiPS
C onCePt C onCePt C onCePt C onCePt C onCePt C onCePt

Victor Perez (free product)

SCENE:
mental physical social

SCENE:
mental physical social

HINDRANCES

HELP

OtHER

HINDRANCES

HELP

OtHER

Sts PCs

Sts PCs

SCENE:
mental physical social

SCENE:
mental physical social

HINDRANCES

HELP

OtHER

HINDRANCES

HELP

OtHER

Sts PCs
Victor Perez (free product)

Sts PCs

Name: Level:
Strength Dexterity Stamina

Calling: Nature:

Pantheon: God:

Name: Level:
Strength Dexterity Stamina

Calling: Nature:

Pantheon: God:

AttrIbuteS
oooooooooo Perception oooooooooo oooooooooo Charisma oooooooooo Manipulation oooooooooo Intelligence oooooooooo oooooooooo oooooooooo Appearance oooooooooo Wits
bIrthrIGhtS

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Victor Perez (free product)

Name
Name: Level: Calling: Nature: Pantheon: God:

KNACKS
Strength Dexterity Stamina

AttrIbuteS
oooooooooo Perception oooooooooo oooooooooo Charisma oooooooooo Manipulation oooooooooo Intelligence oooooooooo oooooooooo oooooooooo Appearance oooooooooo Wits
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Victor Perez (free product)

LeGeND
Legend Points

Name
Name: Level: Calling: Nature: Pantheon: God:
Perception oooooooooo Intelligence oooooooooo Wits

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Legend Points

Victor Perez (free product)

Name: Level:

Calling: Nature:
oooooooooo

Pantheon: God:
NoteS

Name: Level:

Calling: Nature:
oooooooooo

Pantheon: God:
NoteS

oooooooooo

oooooooooo

oooooooooo

oooooooooo

oooooooooo

oooooooooo

Name: Level:

Calling: Nature:
oooooooooo

Pantheon: God:
NoteS

Name: Level:

Calling: Nature:
oooooooooo

Pantheon: God:
NoteS

oooooooooo

oooooooooo

oooooooooo

oooooooooo

oooooooooo

oooooooooo

Victor Perez (free product)

NAMe CoNCePt

NAMe CoNCePt

ChArACter reLAtIoNShIPS
Name Concept

ChArACter reLAtIoNShIPS
Name Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Name

Concept

Victor Perez (free product)

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs

STs Pcs

Scene:
mental

Scene:
physical social
mental

physical

social

hIndRAnceS

helP

OTheR

hIndRAnceS

helP

OTheR

STs Pcs
Victor Perez (free product)

STs Pcs

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