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PHYSICAL FEATS

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USING THE HUD FOR FEATS

VERSUS DIFFICULTY

  • Use the Hud and select the roll option.

  • choose a difficulty (remember your difficulty may be raised or lowered depending on many factors)

  • Add your attribute + Skill + any relevant values

  • in the description field NAME your attribute + Skill +  bonuses so they can be checked.

  • Roll

  • The Hud will tell you if your feat was successful based on the difficulty + modifiers

  • If people can react to the feat then they roll as your feat instructs. If they score more successes they are successful in reacting to your feat.

RESISTING/OPPOSING/CHALLENGING A FEAT ROLL

  • Occasionally a feat will be rolled directly against an individual. For example "Spotting lies" Is a contested roll between two characters. Use the -targeted- dice roll as you would in combat, rolling the feat fields, they will be prompted to roll their appropriate fields as in your feat field.

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  • CLIMBING:

ROLL : DEXTERITY + ATHLETICS

DIFFICULTY = 14 

SUCCESS: = 2 vertical meters per success

                                                                                                                                                                                                            

  • DRIVING: 

ROLL : DEXTERITY + WITS

No roll to drive is required under normal circumstances. However in adverse conditions a roll is required and the Difficulty is based on the severity of those conditions. Additionally, different vehicles handle with different characteristics no matter how skilled the driver. 

DIFFICULTY

  • CAR /PICK UP/SUV  10        speed = 40 meters per turn

  • 18 WHEELER            12       speed = 40 meters per turn

  • MOTORBIKE             14       speed = 50 meters per turn

 SUCCESS: = NOT CRASHING!

                                                                                                                                                                                                            

  • SWIMMING: 

ROLL : STAMINA + ATHLETICS

DIFFICULTY = 10​

SUCCESS: = each success translates into 2 meters of movement. 

                                                                                                                                                                                                            

  • LIFTING 

ROLL: STRENGTH + STAMINA

DIFFICULTY: 18

The chart below provides the minimum Strength needed to deadlift  various weights without a roll. Characters of lower Strength may roll to affect heavier weights than their Strength scores allow for. However be smart about it, a character that has no super strength power wont be able to  throw a motorcycle or anything heavier. 

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 STRENGTH RANK =  LIFT 

2 =100 lbs.  

    3 = 250 lbs.      

    4 = 400 lbs.      

    5 = 650 lbs.      

   6 = 800 lbs.      

   7 = 900 lbs.      

         8 = 1000 lbs.          

     9 = 1220 lbs.      

        11 = 2000 lbs.        

     14 = 5000 lbs.     

    15 = 6000 lbs.    

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SUCCESS:Each success advances the character by one level on the chart. (NOT PERMANENTLY) 

Characters can work together to lift an object. This is simply a teamwork roll with the individual players rolling separately and combining any resulting successes.

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BREAKING OBJECTS: Please visit the OBJECTS & DAMAGE PAGE

                                                                                                                                                                                                           

  • THROWING OBJECTS

No roll is required to throw an object once it is lifted, unless one plans to throw the object at a target 

ROLL : STRENGTH + ATHLETICS

DIFFICULTY: 10

DISTANCE: 10 meters + STRENGTH + ATHLETICS​

SUCCESS = Object is thrown at target.​

                                                                                                                                                                                                           

  • JUMP / RUNNING JUMP

Normal jump is done from stationary position while running jump done at the end of movement and is usually used to clear more distance or to jump ovr a gap. 

ROLL : STRENGTH + ATHLETICS

DIFFICULTY = 10+

SUCCESS: =  Each success moves your character half a meter vertically, or one meter horizontally. 

FAILURE: On a failure, the character fails to clear the required distance, but the player may make a Dexterity + Athletics roll (typically versus difficulty 16+) to allow the character to grab onto a ledge or other safety as she falls.

BOTCH: On a botch, your character may slip on the precipice, leap right into a wall, or fall to her doom.

                                                                                                                                                                                                           

  • SNEAKING / SHADOWING / HIDING

A sneaking character uses Dexterity + Stealth as a resisted action anyone able to detect her passing. 

ROLL : DEX + STEALTH

DIFFICULTY =  12+ ( versus opponents WITS + PERCEPTION Difficulty 12+)

SUCCESS: =  Observers must each gain more successes than sneaker or she passes undetected.

MODIFIERS : Noise, unsecured gear, lack of cover, or large groups of observers can increase Stealth difficulty. While hidding in open space is downright impossible without use of special powers. 

BOTCH: On a botch, the character stumbles into one of the people she’s avoiding, accidentally walks into the open, or performs some other act that compromises her.

                                                                                                                                                                                                          

  • SLEIGHT OF HAND

This system is used for everything from picking pockets to placing a bug on someone or something. The Difficulty of such an action is adjusted based on how complex the action is or in the case of theft, the size of the object being stolen. Failure indicates that the rogue was not successful while a botch indicates that he was caught in the act. Special supernatural traits and powers will naturally modify a rogue’s difficulty or dice pool.

ROLL : DEXTERITY + LARCENY

DIFFICULTY = Opponents WITS + PERCEPTION roll

SUCCESS: = You successfully complete the task. 

FAILURE: = You are caught.

NOTE: Magicians with PERFORMANCE (Stage/Street Magic) specialization do more than simply pick pockets. They may attempt this feat rolling WITS + Performance (Stage/Street Magic)  It is NOT possible to botch a roll in your specialty field, Natural rolls of 20+ when using your specialty field add 5 additional successes to the total

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  • TYING BONDS

Handcuffs are commercially available, but good quality nylon rope is cheaper. BDSM clubs offer classes in rope work and knot tying, and have the advantage of being used to people who use nicknames and don’t wish for their proclivities to be publicized. 

ROLL : DEXTERITY + STRENGTH

DIFFICULTY conscious targets DEXTERITY + STRENGTH roll​

SUCCESS: = Each success adds + 1 difficulty to the escape efforts of the subject and the number of successes needed to escape.

FAILURE or BOTCH: = The subject is not restrained at all, this does not become evident until they slip their bonds.

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A Bound Subject has a movement of zero and may not use any combat bonuses or attributes /skills when attacked except brace/soak. 

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  • ESCAPING BONDS

Being tied up is a sure way to allow many, many bad things to happen to you. You may be able to rip a rope in two with your bare hands when you have unrestricted movement, sadly, bonds restrict your movement and the more expert the bond application, the harder it is to escape.

ROLL : DEXTERITY + STRENGTH

ROLL ACTION: Extended.

DIFFICULTY

  • Tying roll failed or botched = automatic success no roll required.

  • Base difficulty 18+

  • Each success of the bonder = +1 difficulty.

  • You may not break metal bindings without some sort of super strength or tools or special ability. 

SUCCESS: = When you accumulated 15 successes you are free. 

FAILURE = A failure is simply a failure and no successes are gained.

BOTCH = You have undermined your own actions and require 2 more additional successes to escape and increase the difficulty by +2

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  • INTRUSION

Intrusion covers breaking and entering, evading simple security devices, picking locks, cracking safes — and preventing others from doing the same. 

ROLL : DEXTERITY + LARCENY

DIFFICULTY (the Storyteller decides the actual difficulty)

  • 12+ Standard Locks

  • 16+ Security Locks

  • 20 + Bank

  • 25+ Fort Knox

SUCCESS: = Only one success is required per security measure.

FAILURE: When bypassing active security, your roll must succeed on the first attempt, and failure activates any alarms present (opening manual locks may be attempted multiple times, though).

BOTCH: = On a botch, the character’s clumsy break-in attempt goes horribly awry.

NOTE: The Larceny Skill comes into question when evading the physical, mechanical aspects of the intrusion effort. Dealing with the technology behind the systems themselves involves the Technology Knowledge. The intrusion example is an example of getting into or out of somewhere, not rewiring alarm systems or confounding surveillance camera feeds

Bear in mind that most intrusion tasks require lockpicks or other appropriate tools. 

 

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