Difference between revisions of "Dramatic Systems"

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=Mental feats=
 
=Mental feats=
(this section to be filled out)
+
(this section to be filled out further)
 +
 
 +
==Computer hacking==
 +
Typical pool is Intelligence + Computer.
 +
* Secondary abilities can be substituted for Computer at -1 difficulty:
 +
** Computer Hacking to hack into a system or detect a hacking attempt
 +
** Computer Programming to design software
 +
** Cryptography to decrypt encrypted data (if it's otherwise accessible) - may require extended rolls over days/weeks/months and 20+ successes
 +
* Other attributes may be substituted for Intelligence at ST discretion:
 +
** Wits for working fast
 +
** Perception for finding information
 +
** Social attributes for social engineering
 +
** Dexterity for hardware
 +
 
 +
<br style="clear: both" />
 +
<div style="float: right; margin-left: 25px; text-align: center">
 +
{| class="wikitable"
 +
! System !! Hours per roll to hack in !! Difficulty
 +
|-
 +
| Palmtop, smartphone, tablet || 1 || 5
 +
|-
 +
| Laptop, desktop || 2 || 6
 +
|-
 +
| Minicomputer, small network || 3 || 7
 +
|-
 +
| Mainframe, large network || 4 || 8
 +
|-
 +
| Supercomputer || 5 || 9
 +
|-
 +
| Using a quantum or trinary computer || -2 || -1
 +
|-
 +
| Hacking into a quantum or trinary computer || +2 || +1
 +
|-
 +
| Security software || +1 per level || +1 per level
 +
|-
 +
| Cracking software || -1 per level || -1 per level
 +
|-
 +
| Social engineering || variable || variable
 +
|-
 +
| Known back door || -4 || -2
 +
|}
 +
</div>
 +
 
 +
Hacking into a system:
 +
* Must have physical or network access to the system. Wifi may have an unpatched vulnerability, but that doesn't help with an air-gapped system inside a Faraday cage.
 +
* Roll Intelligence + Computer (difficulty varies) to hack into the system. Successes form a secondary pool that you can use to work on the system.
 +
* Can be extended, but requires either longer connection time (more chances for someone to detect you), or +1 difficulty (cumulative) on each additional roll (same as if you were trying again after a failure).
 +
* Botch = hacking attempt is detected.
 +
 
 +
{| class="wikitable"
 +
! Task !! Difficulty
 +
|-
 +
| Find information on a specific subject || 6
 +
|-
 +
| Already know part of the name/location || -1 to -3
 +
|-
 +
| Find connections between multiple pieces of information || 7 or more
 +
|}
 +
 
 +
Detecting hacking:
 +
* Secure systems used by large corporations or the government pro-actively check for hackers every 4 to 12 hours.
 +
* Secure system used by the military, intelligence agencies, or the Technocracy may check as often as once every hour.
 +
* Roll system operator's Intelligence + Computer vs (hacker's Intelligence + Computer). On a success, hacking is detected.
 +
 
 +
If someone detects your hacking:
 +
* They can resist your rolls with their Intelligence + Computer.
 +
** If they accumulate 5+ successes more than you on these resisted rolls, then you're ejected, and they get a free roll to find any back doors that you left behind. (After this free roll, you can roll to hack into the system again.)
 +
** If you accumulate 5+ successes more than them on these resisted rolls, then you succeed at hacking in (if you hadn't already), and you get a free roll to do something with the system. (Starting with your next roll after this free roll, they can continue resisting you.)
 +
* They can also just watch and see what you do, or counter-hack your system using their full Intelligence + Computer pool (they don't need to hack into your system because you already connected to theirs).
 +
 
 +
Creating security software:
 +
* Spend a week and roll Intelligence + Computer vs 7.
 +
* The level of the software equals half the successes (round down).
 +
* Businesses can buy existing security software (max level 3).
 +
 
 +
Creating cracking software:
 +
* Same process as creating security software, but difficulty 8 (general purpose) or 6 (only works on specific types of systems).
 +
 
 +
Miscellaneous:
 +
* Sloppy filing: All use of that system (even legitimate) is +1 difficulty and takes twice as long.
 +
* Back doors: Normal systems are checked every few months, high-security systems every week or even every day.

Revision as of 19:39, 24 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)

Climbing


Difficulty Description Sample
2 Easy Large tree with many stout branches
4 Simple Cliff with many handholds
6 Straightforward Tree with thin branches
8 Treacherous Cliff with very few handholds
10 Nearly impossible Slick or sheer surface
  • Dexterity + Athletics, 5 to 20 feet (average 10) per success
  • Feral Claws (Protean) or Bonecraft bone spurs (Vicissitude): -2 difficulty
  • Under duress (e.g. someone throwing rocks at you from above): +2 difficulty or more
  • Other common modifiers: steepness, handholds, smooth/slick surface, weather
  • Botch: Fall straight down (take falling damage as usual) or roll down, must spend a Willpower to try again

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.

Jumping


Garou form Feet per success (vertical) Feet per success (horizontal)
Homid 2 4
Glabro 3 4
Crinos 4 5
Hispo 5 6
Lupus 4 7
  • Hare's Leap gift doubles the distance.
  • Roll Strength (+ Athletics, if a horizontal running jump) vs 3. You jump 2 feet vertically or 4 feet horizontally per success.
    • If that's not far enough, but there's some sort of handhold within reach, then you must succeed at Dexterity + Athletics to grab it.
    • Before jumping, you can roll Perception + Athletics; on 3+ successes, you correctly determine how far you would need to jump.
    • Difficulty may be modified by weather conditions or narrow jumping space.
    • Diving board adds 1 foot per success.
    • Flexible pole triples the distance, but pole vaulting is +1 difficulty.

Social feats

(this section to be filled out)

Mental feats

(this section to be filled out further)

Computer hacking

Typical pool is Intelligence + Computer.

  • Secondary abilities can be substituted for Computer at -1 difficulty:
    • Computer Hacking to hack into a system or detect a hacking attempt
    • Computer Programming to design software
    • Cryptography to decrypt encrypted data (if it's otherwise accessible) - may require extended rolls over days/weeks/months and 20+ successes
  • Other attributes may be substituted for Intelligence at ST discretion:
    • Wits for working fast
    • Perception for finding information
    • Social attributes for social engineering
    • Dexterity for hardware


System Hours per roll to hack in Difficulty
Palmtop, smartphone, tablet 1 5
Laptop, desktop 2 6
Minicomputer, small network 3 7
Mainframe, large network 4 8
Supercomputer 5 9
Using a quantum or trinary computer -2 -1
Hacking into a quantum or trinary computer +2 +1
Security software +1 per level +1 per level
Cracking software -1 per level -1 per level
Social engineering variable variable
Known back door -4 -2

Hacking into a system:

  • Must have physical or network access to the system. Wifi may have an unpatched vulnerability, but that doesn't help with an air-gapped system inside a Faraday cage.
  • Roll Intelligence + Computer (difficulty varies) to hack into the system. Successes form a secondary pool that you can use to work on the system.
  • Can be extended, but requires either longer connection time (more chances for someone to detect you), or +1 difficulty (cumulative) on each additional roll (same as if you were trying again after a failure).
  • Botch = hacking attempt is detected.
Task Difficulty
Find information on a specific subject 6
Already know part of the name/location -1 to -3
Find connections between multiple pieces of information 7 or more

Detecting hacking:

  • Secure systems used by large corporations or the government pro-actively check for hackers every 4 to 12 hours.
  • Secure system used by the military, intelligence agencies, or the Technocracy may check as often as once every hour.
  • Roll system operator's Intelligence + Computer vs (hacker's Intelligence + Computer). On a success, hacking is detected.

If someone detects your hacking:

  • They can resist your rolls with their Intelligence + Computer.
    • If they accumulate 5+ successes more than you on these resisted rolls, then you're ejected, and they get a free roll to find any back doors that you left behind. (After this free roll, you can roll to hack into the system again.)
    • If you accumulate 5+ successes more than them on these resisted rolls, then you succeed at hacking in (if you hadn't already), and you get a free roll to do something with the system. (Starting with your next roll after this free roll, they can continue resisting you.)
  • They can also just watch and see what you do, or counter-hack your system using their full Intelligence + Computer pool (they don't need to hack into your system because you already connected to theirs).

Creating security software:

  • Spend a week and roll Intelligence + Computer vs 7.
  • The level of the software equals half the successes (round down).
  • Businesses can buy existing security software (max level 3).

Creating cracking software:

  • Same process as creating security software, but difficulty 8 (general purpose) or 6 (only works on specific types of systems).

Miscellaneous:

  • Sloppy filing: All use of that system (even legitimate) is +1 difficulty and takes twice as long.
  • Back doors: Normal systems are checked every few months, high-security systems every week or even every day.