Difference between revisions of "Dramatic Systems"

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imported>WhoopingCrane
imported>WhoopingCrane
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(this section to be filled out further)
 
(this section to be filled out further)
  
==Carrying a heavy weight==
+
==Heavy weight==
* Your normal carrying capacity is (Strength + Potence) * 25 pounds.
+
<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.

Normally automatic

Vampires spending blood

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

See Combat rules on movement.

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)