Difference between revisions of "Dramatic Systems"
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=Physical feats= | =Physical feats= | ||
− | (this section to be filled out) | + | (this section to be filled out further) |
+ | |||
+ | ==Carrying a heavy weight== | ||
+ | * Your normal carrying capacity is (Strength + Potence) * 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. | ||
=Social feats= | =Social feats= |
Revision as of 15:09, 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)
Carrying a heavy weight
- Your normal carrying capacity is (Strength + Potence) * 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.
Social feats
(this section to be filled out)
Mental feats
(this section to be filled out)