Dramatic Systems
Revision as of 19:39, 24 September 2019 by imported>WhoopingCrane
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)
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.