Page 128 - World of Darkness
P. 128

completed in the moment, usually with obvious results —  Extended Actions
             the attempt fails or succeeds. Basically, any activity that
             can be performed and completed in the space of one turn  Some actions demand time and effort to be performed.
             — three seconds — is considered an instant action. These  They can’t be completed on the fly or in the moment as
             efforts are resolved with the roll of a single dice pool.  instant actions are. Activities such as conducting research
                If you get no successes on the roll, your character fails  into a politician with a shady past, or canvassing a neigh-
             at the activity. Most likely, no result occurs and he wastes  borhood for strange sightings are considered extended ac-
             his time. Instant actions usually require only one success  tions. Rather than require one roll, they demand several
             to be performed. Sometimes the actual number of suc-  rolls before overall success can be determined. Successes
             cesses that you achieve is counted, as in combat to deter-  earned per roll are accumulated, and the period that passes
             mine damage done to a target.                   between rolls varies depending on the activity performed.
                It’s possible to achieve exceptional results when five  Each roll — each step in the process — is a step to-
             or more successes are earned with a single dice roll. Your  ward achieving the end goal, such as hacking a computer
             character does even better than hoped. Maybe he not only  or hot-wiring a car. A failure on any roll means you accu-
             reaches the other side of the pit, he knocks aside debris  mulate no successes at that stage and your character’s time
             on the far side that makes it easier for others to land. Or,  in that period is wasted. The project continues, though.
             he makes it up the banister even faster than his opponent  It’s also possible that particularly crippling penalties
             who takes the stairs. The Attribute and Skill tasks de-  could be imposed on your dice pool for any stage, reduc-
             scribed in Chapters 2 and 3 suggest possible results when  ing you to a chance roll. Say a research effort is made ever
             failure, success and exceptional success occur.  more challenging in the wake of a fire in which impor-
                By this system, the challenge of any feat is laid out  tant documents are lost. (The Storyteller imposes a high
             before you. One success always indicates a positive result.  penalty to subsequent rolls made.) A dramatic failure on
             Five or more successes might suggest a great success, but  such a roll cancels all accumulated successes and may mean
             one is always the benchmark. And you always roll against  that your character must start the extended action from
             a fixed target number of 8. The relative difficulty of an  scratch, but also has to make some change in circumstance
             action is therefore determined by the number of dice added  (he has to find a new source of information, get new tools,
             to or subtracted from your dice pool. The more dice you  read the automobile repair manual or find new parts).
             have in hand, the more likely it is that you’ll roll a suc-  Under delicate circumstances, perhaps when tools or parts
             cess. The fewer the dice in your pool, the slimmer your  are one-of-a-kind, a dramatic failure may indicate that
             character’s chances. When your character performs an  the project ends in utter failure, maybe with harm done
             activity that requires the space of a turn to be accom-  to your character.
             plished, you compose a dice pool based on his traits, add  The Storyteller determines how many total successes
             or subtract dice based on bonuses or penalties, and roll in  are required to complete an extended action. He also de-
             hopes of getting successes. If you get at least one, your  cides what period of
             character succeeds in the moment.               time passes for
                Example: The crook holds hostage the china doll that  each roll that you
             Travis so dearly needs. If the doll is damaged, the spirit of  make, and trans-
             Travis’ deceased grandmother will haunt him forever. Trying  lates what each
             to buy time, the crook throws the doll and makes a run for it.  stage means for
             Travis races to catch the special toy. The Storyteller calls for  your character.
             a Dexterity + Athletics roll. Travis’ Dexterity is 3 and his
             Athletics is 1. He has no special tools or benefits to apply to
             the effort. Meanwhile, there’s a
             whole room full of furniture for
             Travis to navigate to get to the
             doll in time (the Storyteller
             imposes a -3 penalty).
             The result is a dice pool
             of one (3 + 1 - 3). The
             roll turns up a 2. Travis
             dives and falls short as the
             doll shatters on the floor,
             just out of reach.
             Somewhere in the house,
             a disembodied wail
             echoes.





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