Dramatic Systems
Revision as of 15:44, 21 September 2019 by imported>WhoopingCrane (→Jumping)
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.
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)