Page 129 - World of Darkness
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Chapter 3 indicates likely extended actions, the number cludes some movers and shakers in town. And
of successes they require, and how much time passes with five successes — an exceptional success — re-
each roll. Relatively easy tasks such as stripping, cleaning veal that the mayor is involved!
and reassembling a gun may demand four successes, and The effects of such increasing results apply
each roll may constitute 10 minutes of time. Early stages primarily to actions that are completed when
involve pulling the pieces apart, intermediate stages in- only one success is needed. Tasks such as com-
volve ordering and cleaning them, and final stages indi- bat attacks and extended actions that are spe-
cate re-assembly of the weapon. A more demanding project cifically measured in terms of successes rolled
such as building an elaborate bomb can demand 15 suc- call for less innovation. The number of successes
cesses. Each roll can represent hours or days passed. Early rolled automatically shows you how well a char-
stages indicate acquisition of parts. Middle rolls represent acter does.
the combination of elements. Final rolls indicate that last So, when a player needs one success but
touches are applied and that the timing mechanism is set gets, say, three, the Storyteller should feel free
just right (or not). to elaborate on what extra accomplishments are
Unless a particular task or roll is described as an ex- made, above and beyond what a character abso-
tended action, consider it to be instant. lutely needs.
Example: Marcus barricades himself inside the
machine shop while that thing stalks him outside. Marcus
realizes that he needs a weapon, but there’s nothing but
engine parts and tools lying around. Then his eyes fall on the Rule of Thumb: Extended Actions
partially disassembled chainsaw on the worktable. He sets to
work right away trying to make the saw run again. The Roll Limitations
Storyteller calls for Wits + Crafts rolls, since so much Tasks described throughout the Storytelling System
improvising of parts is involved. The Storyteller also decides involve extended actions. Examples include rebuilding an
that each roll signifies the passing of 15 minutes, and that a engine or writing a computer program. By definition, an
total of 10 successes is required. Secretly, the Storyteller extended action calls for a total number of successes, which
knows that the creature outside will grow tired of waiting and a character tries to meet. His successes from roll to roll are
smash the door down after an hour (four rolls) of toying with accumulated until they equal or exceed that number. At
its prey.
that point, the project is completed and the time it re-
Marcus’ Wits + Crafts total is seven, and the Story- quired is determined by the number of rolls made. If each
teller says he gets three bonus dice per roll thanks to the roll involves an hour and six rolls are made, six hours pass.
facilities available. In the first 15 minutes, the 10 dice Simple.
produce three successes. In the second roll, they net two And yet, on its own this system implies that almost
more. The third roll gets no successes at all. It looks grim for any project can be accomplished given enough time. A
Marcus. But in the fourth roll, an amazing six successes are crook can work on a lock indefinitely until she breaks in.
achieved — one more than the 10 required, and just in the A writer can work for an extended period on a movie script
nick of time. When the creature bursts through the door, until it’s finished. In reality, people rarely have unlimited
Marcus whirls around with a screaming weapon in hand. time in which to accomplish their goals. The crook hears
a security guard approach and needs to pick the lock be-
fore he spots her. The scriptwriter has a deadline by which
the producer wants to see a finished product. The Story-
Increasing Successes teller can therefore impose a limit on the number of rolls
One of the joys of the Storytelling experi- that are allowed in an extended action. He might say that
ence is making up events on the fly, in response the crook has time for three attempts to break in before
to characters’ actions or to entertain players. A the guard arrives in three minutes (each roll takes one
great opportunity to do just that lies with the minute). Or the writer’s deadline is in five days, and one
successes that players roll. In an instant action roll in the extended action encompasses one day. Thus,
where one success indicates the completion of a the author’s required successes all need to be gathered in
task, and five successes mark an exceptional re- five rolls. In these cases, time is the great equalizer.
sult, the Storyteller can have fun with everything Time isn’t the only limit to an extended action,
in between. Take a research effort, where one though. A character’s inherent capabilities could be a limit,
success means the information sought is found. too. The Storyteller can rule that a maximum number of
Perhaps two successes also turn up a link to some rolls can be made in an extended action equal to a
affiliated people who don’t seem completely on character’s pertinent Attribute + Skill. If he can’t get the
the up and up. Three successes definitely indi- job done in that number of rolls, the project simply con-
cate that these folks have their fingers in illegal founds him. Take the would-be burglar above. Say she has
pies. Four successes show that their circle in- 3 Dexterity and 2 Larceny. Assuming she has unlimited
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Chapter 6- DRAMATIC SYSTEMS

