Dramatic Systems

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

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)