Spiritual Attributes for Storyteller

An Alternative System For Advancement in White Wolf's Storyteller System
by Kirt "Loki" Dankmyer
(based on the excellent RPG The Riddle of Steel)

This system replaces the standard way of handing out XP in a Storyteller game. It should work for all flavors of Storyteller, tho it's mainly oriented toward the World of Darkness series of games.

Instead of handing out XP by GM fiat, every character designs a unique set of Spiritual Attributes which define the character's beliefs, values, and motivations, as well as the fickle finger of fate. In essence, they act as a roadmap for what's important to the character, and as the character defends those beliefs and values or becomes involved in his or her fate, the character becomes more effective and can earn more XP. This system is supposed to replace the standard way of "earning" XP. (More on this at the bottom of the page.)

How does it work? At character generation, the player picks five Spiritual Attributes from the list below. In each case, except for Luck, the player must make the attribute specific, by defining what the character has Faith in, or who the charter is Passionate about, etc. You can only have one of a given attribute, i.e. you can't take Conscience twice, except for Passion, which can be taken up to three times, tho each time the Passion must have a different object. All Spiritual Attributes must be approved by the Storyteller.

Spirtual Attributes, like many things in Storyteller, vary from zero to five. They cannot go any higher, or any lower. They will go up and down during play. Under certain conditions, they will modify rolls, adding dice to one's pool. There is no limit to the number of dice one can end up rolling this way; the dice pool can go above ten when Spritual Attributes are involved.

During chracter generation, divide 7 points between the Spiritual Attributes you've picked. It's okay to for a Spiritual Attribute to start at 0, or start at 5 (the max).

The list below defines each Spiritual Attribute and explains when they give a bonus, and when the Spiritual Attribute goes up or down.


  • True Conscience refers to one's urge to "do the right thing", and is not to be confused with the Virtue of Conscience in Vampire, though they might be related. It can refer to compassion, bravery, heroism, or any sort of manifestation of right or wrong, even an inhuman one.

    True Conscience gives a bonus of dice equal to its level that can be added to any roll that supports the character in doing what is right rather than something that would be more fun, more profitable, less dangerous and/or generally more "easy" or expedient. When you have a True Conscience, you are willing to sacrifice for your sense of right and wrong. Even for an inhuman sense of right and wrong, a certain amount of selflessness and benevolence towards others is assumed.

    The Storyteller should have one's True Conscience increase whenever the character does the right thing in the face of any kind of opposition. If the opposition is particularly rough, it may warrant an increase of two points. The Storyteller should dock the character a point of True Conscience when the character is selfish or cowardly, especially if it results in harm to others.

  • Utter Destiny is not to be confused with the Destiny Background, but a character with a strong destiny might have both. One's Utter Destiny is specific: To become a king, to bring about Gehenna, to unify the Aberrants and the Psions, or even just to be killed by someone who is not born of a woman. The character usually, but not always, knows of this destiny, and might struggle against it.

    Any time the character's Utter Destiny comes to a head, a number of dice may be divided up and added to any number of rolls, refresing every round, as long as the Storyteller allows. These events, unless they are the climax of the Utter Destiny, should be short-lived and rare.

    Your Utter Destiny increases whenever you move in the direction of your fate. (On the other hand, fighting one's fate is natural, and doesn't cause a loss of one's Utter Destiny rating.) Any adventure, related to one's fate or not, makes the time of reckoning come nearer: Particularly long or harrowing game sessions might earn an increase in Utter Destiny at the Storyteller's discresion. Accomplishing a major goal is also worth a point of Utter Destiny.

  • Drive relates to determination and a strong sense of purpose. Someone with Drive has a cause that they will die for, like the Sabbat, a country, or animal rights. It's the sort of zeal that will probably eventually get you killed.

    You get extra dice in your pool equal to your Drive rating when your character is defending or furthering the character's chosen cause, as often as the Storyteller sees fit.

    The Drive rating increases whenever your character puts herself at risk in the name of her higher purpose. If the character succeeds in this undertaking, she gets two points added to her rating. If she fails, she gets one point -- so long as she tried. If she doesn't even try, even when given a chance, the Drive rating goes down by one.

  • Deep Faith is not to be confused with True Faith, tho they might be connected. The criteria are different. Deep Faith reflects the bond between a character and a diety -- whether that means a literal diety, a Path of Enlightenment, an organization's code of conduct, or even the concept of athiesm. The important thing is that the belief must be strong. When defining Deep Faith, you are defining something the character believes in, perhaps even blindly.

    The number of dice represented by one's Deep Faith rating may be added to any roll that seriously further or defends the character's belief, faith, religion or philosophy. The dice can also be added, at the Storyteller's duscrestion, to any roll to protect the truely faithful, particularly those with True Faith that mirrors the character's Deep Faith (if any).

    Deep Faith increases by one whenever the character acts on his Deep Faith or due to his Deep Faith. Denying one's Deep Faith reduces the rating by one. On the other hand, defending one's Faith in the face of danger may be worth an increase of two points rather than one.

  • Luck is not to be confused with the Lucky merit, tho they can be combined. Fate smiles on a character with Luck. Guns narrowly miss, archenemies leave their incompetent Kinfolk to "finish the job" of killing you, and the cute Sidhe notices you instead of your cuter companion.

    The Luck rating represents a special pool of dice that can be added to any roll, all at once or a bit at a time, over the course of a given game session. Once used up, the dice are gone until the next game session, although if your Storyteller does marathon sessions he might allow you a single refill. Also, you can permanently burn a point of your Luck rating for an instant success in any matter normally out of your hands, such as a garbage truck full of old pillows appearing below you after the Men in Black shoved you off a balcony.

    There are three ways to increase your Luck rating. First, any time you make the whole group laugh or impress them with a brilliant plan, concept, or dramatic piece of roleplaying, gain a point. Second, whichever player had the highest single die roll (in terms of successes) in a given session gains a point of Luck (if they have Luck) when the session ends. On the flipside, whoever rolled the worst during a session also gets a point of Luck at the end of the session. Regardless, no more than 3 points of Luck can be gained in one session.

  • Passion is what it sounds like: A specific love, hate, or loyalty towards a single person or entity that is constantly in your character's thoughts. It can be anything from true love to your desire to kill the six-fingered man who murdered your father in cold blood.

    You can add a number of dice equal to your Passion rating to any roll which directly affects the object of your Passion, such as killing the six-fingered man, rescuing your Sire, or defending the name of your ex-lover. These dice can be used as often as the Storyteller sees fit.

    The Passion rating goes up by one every time the character makes some sacrifice or is exposed to risk in the name of the Passion. The point is always gained after the event in question takes place. One doesn't have to be successfull; all one has to do is try. Failure to act on an opportunity to prove the extent of one's Passion can cause the loss of one point of Passion at the Storyteller's discretion.


    Okay, but how do you increase your Attributes, Abilities, and so on, aside from your Spiritual Attributes? It's pretty simple. Reduce any Spiritual Attribute by a point (voluntarily, between games, not due to your character's actions) and gain one experience point. Spend these XP the usual way in the Storyteller rulebook you're using.

    Instead of being simply "handed" XP, characters gain XP by following their dreams and destiny, and then converting the Spiritual Attribute gains into XP.

    If you want to change your character's Spiritual Attributes, you can. To change the focus, not the type, of a given attribute (e.g. to change the focus of your Passion after your lover dies), you must drop that Spritual Attribute, and one other Spiritual Attribute, to zero. To change a Spritual Attribute entirely (e.g. to go from a Drive to a Passion), you must have Storyteller permission, drop the Attribute to zero, and spend 10 XP.

    If you like this system, I encourage you to purchase a copy of The Riddle of Steel, from which it is derived.