Difference between revisions of "Dramatic Systems"
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(this section to be filled out further) | (this section to be filled out further) | ||
− | == | + | ==Heavy weight== |
− | * Your normal carrying capacity is | + | <div style="float: right; margin-left: 25px; padding: 25px"> |
− | * If you're over your NCC, then all your physical actions are +1 difficulty, and your movement rate is halved for every 25 pounds over NCC. | + | {| class="wikitable" |
− | * You can't move at all while carrying twice your NCC. | + | ! style="width: 75px" | Strength |
+ | ! style="width: 200px" | Feat | ||
+ | ! style="width: 100px" | Lift | ||
+ | ! style="width: 100px" | Carry (normal) | ||
+ | ! style="width: 100px" | Carry (max) | ||
+ | |- | ||
+ | | 1 || Crush a beer can || 40 lbs || 25 lbs || 50 lbs | ||
+ | |- | ||
+ | | 2 || Break a wooden chair || 100 lbs || 50 lbs || 100 lbs | ||
+ | |- | ||
+ | | 3 || Break down a wooden door || 250 lbs || 75 lbs || 150 lbs | ||
+ | |- | ||
+ | | 4 || Break a 2' x 4' board || 400 lbs || 100 lbs || 200 lbs | ||
+ | |- | ||
+ | | 5 || Break open a metal fire door || 650 lbs || 125 lbs || 250 lbs | ||
+ | |- | ||
+ | | 6 || Throw a motorcycle || 800 lbs || 150 lbs || 300 lbs | ||
+ | |- | ||
+ | | 7 || Flip over a small car || 900 lbs || 175 lbs || 350 lbs | ||
+ | |- | ||
+ | | 8 || Break a 3' lead pipe || 1000 lbs || 200 lbs || 400 lbs | ||
+ | |- | ||
+ | | 9 || Punch through a cement wall || 1200 lbs || 225 lbs || 450 lbs | ||
+ | |- | ||
+ | | 10 || Rip open a steel drum || 1500 lbs || 250 lbs || 500 lbs | ||
+ | |- | ||
+ | | 11 || Punch through 1" sheet metal || 2000 lbs || 275 lbs || 550 lbs | ||
+ | |- | ||
+ | | 12 || Break a metal lamp post || 3000 lbs || 300 lbs || 600 lbs | ||
+ | |- | ||
+ | | 13 || Throw a station wagon || 4000 lbs || 325 lbs || 650 lbs | ||
+ | |- | ||
+ | | 14 || Throw a van || 5000 lbs || 350 lbs || 700 lbs | ||
+ | |- | ||
+ | | 15 || Throw a truck || 6000 lbs || 375 lbs || 750 lbs | ||
+ | |} | ||
+ | </div> | ||
+ | * You can automatically lift/break something if your Strength is high enough. | ||
+ | ** Otherwise, roll Willpower vs 9 and add successes to your effective Strength (max +5 at ST discretion). | ||
+ | ** Multiple characters may all make this roll and add to the character with highest Strength. | ||
+ | ** Difficulty may vary based on environmental conditions or frenzy in progress. | ||
+ | ** Lifting is all or nothing. Merely dragging an object a short distance requires 1 level less. | ||
+ | ** On a botch, you take 1 level of bashing damage (you either strained something or dropped the object on your foot). | ||
+ | * Your normal carrying capacity is Strength * 25 pounds. | ||
+ | ** If you're over your NCC, then all your physical actions are +1 difficulty, and your movement rate is halved for every 25 pounds over NCC. | ||
+ | ** You can't move at all while carrying twice your NCC. | ||
+ | * If you have Potence, it adds to your effective Strength for these actions. | ||
=Social feats= | =Social feats= |
Revision as of 15:28, 21 September 2019
Summary of basic dice mechanics:
- Typical base difficulty for all rolls is 6. (+rules difficulties)
- Before rolling, you may (ST discretion) spend a Willpower to add an automatic success.
- Roll a number of d10's equal to your dice pool.
- Every die greater than or equal to the difficulty is a success.
- Every die showing 1 cancels a success. Even the auto-success from Willpower may be canceled this way.
- If you roll a 1 and no successes (even before cancellation), then it's a botch.
- If you have a relevant specialty, then re-roll 10s. (+rules specialties)
- In non-combat situations, trying the same thing again after a failure (not botch) is typically +1 difficulty (cumulative).
- Resisted rolls: Two characters roll, successes cancel 1:1, defender wins ties.
This is an attempt at a common set of rules suitable for situations involving characters from multiple game lines. Players can use different rules if they all agree (+policy hand waving).
- For combat situations, see the Combat page.
- If a roll is stated in terms of a primary ability, then a relevant secondary ability can be substituted at -1 difficulty.
- If a roll is stated in terms of a secondary ability, then a relevant primary ability can be substituted at +1 difficulty.
- If you don't have the ability at all, then consult the Lack of Ability guidelines.
- If a substitution is explicitly mentioned below, then it's reiterating these clauses, not stacking with them.
- Actions without a roll are automatically successful.
- "Reflex" rolls don't count as actions.
- Spending from a pool is a reflex, unless otherwise noted.
- If multiple options for a stat are listed, then the ST decides which one is relevant, or may let the player do so.
- If you're trying to do multiple things in a single turn, see the Combat rules for multiple actions. Split actions (mundane) reduce your dice pools, extra actions (supernatural) don't.
Contents
Normally automatic
Vampires spending blood
- For healing, see the Combat rules on supernatural healing.
- Otherwise reflex.
Getting up from the ground
- If you spend a full turn doing it, then it succeeds automatically.
- Shifters in a form with four or more legs can do it as a reflex at the start of a turn.
- Otherwise, it takes an action slot and you must succeed at Dexterity + Athletics vs 4.
Moving
Readying a weapon
- If you spend a full turn doing it, then it succeeds automatically.
- Otherwise, it takes an action slot and you must succeed at Dexterity + (Melee or Firearms as relevant) vs 4.
- Loading a gun with ammo and shooting it in the same turn requires an automatic gun or a revolver with a speedloader.
- Mages use same rules for grabbing a focus out of a pocket. Digging it out of a crowded rucksack may take a few turns to find it.
Starting a car
- Takes an action slot, but succeeds automatically unless you're hot-wiring it.
Physical feats
(this section to be filled out further)
Heavy weight
Strength | Feat | Lift | Carry (normal) | Carry (max) |
---|---|---|---|---|
1 | Crush a beer can | 40 lbs | 25 lbs | 50 lbs |
2 | Break a wooden chair | 100 lbs | 50 lbs | 100 lbs |
3 | Break down a wooden door | 250 lbs | 75 lbs | 150 lbs |
4 | Break a 2' x 4' board | 400 lbs | 100 lbs | 200 lbs |
5 | Break open a metal fire door | 650 lbs | 125 lbs | 250 lbs |
6 | Throw a motorcycle | 800 lbs | 150 lbs | 300 lbs |
7 | Flip over a small car | 900 lbs | 175 lbs | 350 lbs |
8 | Break a 3' lead pipe | 1000 lbs | 200 lbs | 400 lbs |
9 | Punch through a cement wall | 1200 lbs | 225 lbs | 450 lbs |
10 | Rip open a steel drum | 1500 lbs | 250 lbs | 500 lbs |
11 | Punch through 1" sheet metal | 2000 lbs | 275 lbs | 550 lbs |
12 | Break a metal lamp post | 3000 lbs | 300 lbs | 600 lbs |
13 | Throw a station wagon | 4000 lbs | 325 lbs | 650 lbs |
14 | Throw a van | 5000 lbs | 350 lbs | 700 lbs |
15 | Throw a truck | 6000 lbs | 375 lbs | 750 lbs |
- You can automatically lift/break something if your Strength is high enough.
- Otherwise, roll Willpower vs 9 and add successes to your effective Strength (max +5 at ST discretion).
- Multiple characters may all make this roll and add to the character with highest Strength.
- Difficulty may vary based on environmental conditions or frenzy in progress.
- Lifting is all or nothing. Merely dragging an object a short distance requires 1 level less.
- On a botch, you take 1 level of bashing damage (you either strained something or dropped the object on your foot).
- Your normal carrying capacity is Strength * 25 pounds.
- If you're over your NCC, then all your physical actions are +1 difficulty, and your movement rate is halved for every 25 pounds over NCC.
- You can't move at all while carrying twice your NCC.
- If you have Potence, it adds to your effective Strength for these actions.
Social feats
(this section to be filled out)
Mental feats
(this section to be filled out)