Page 131 - World of Darkness
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Contested Actions                                   More time-consuming or demanding activities that
                                                                  are performed in competition are considered extended
                      Some activities that your character performs are con-  actions and use the rules detailed above. These feats are
                  ducted in direct competition with someone else, whether  also contested, though. Rolls are still made for each com-
                  it’s another player’s character or one of the Storyteller’s  petitor in each stage. He who gets the most successes wins
                  characters. A race is a good example. Trying to crack the  that stage, and successes achieved by each side are added
                  hard-drive protections created by someone else is another.  to a running total. The winner is the first competitor who
                  You pit your character’s capabilities against someone else’s.  accumulates successes equaling the total required to com-
                      Contested actions are easy to resolve. You simply de-  plete the project. Such competition over a period of time
                  termine your dice pool, apply all modifiers, and roll. The  and effort occurs in a long-distance race, a car chase, a
                  same is done for your character’s opponent. He who gets  debate or in an effort between scientific teams to be the
                  the most successes wins. Exceeding your opponent’s suc-  first to find a vaccine. Essentially, any effort that demands
                  cesses and gaining five or more of them indicates an ex-  more than a single turn’s effort to decide a winner involves
                  ceptional accomplishment. If it’s a tie or neither side gets  an extended and contested action.
                  any successes, the effort fails altogether or successive at-  Example: At first, Karen and her mugger struggled
                  tempts (see p. 132) may be made in subsequent turns, if  over her purse, but now that a giant wolf has descended
                  appropriate. The Storyteller decides if the effort can be  upon them, they both run for their lives. The two race,
                  attempted over and over until one competitor wins. If both  because the slower of the two will be the wolf’s victim. The
                  try to grab a fish that swims downstream, they both prob-  Storyteller decides that the race is an instant action —
                  ably have only one chance before the fish is gone. If one  decided in the space of a turn. The wolf is satisfied with
                  tries to hack into another’s computer, the effort might  whoever is closest when it pounces. Dexterity + Athletics
                  persist as long as the intruder likes or until fail-safes shut  rolls apply for both. Karen’s Speed trait is two higher than
                  him out. If either side of a contested roll gets a dramatic  the would-be thief’s, so the Storyteller awards two bonus
                  failure, he either fails utterly or his opponent automati-  dice, but she wears dress shoes that impose a -1 penalty.
                  cally achieves the equivalent of an exceptional success.  Karen’s player rolls, and the Storyteller rolls for the mugger.
                      In some cases, rolls aren’t made for opponents in the  Karen’s roll nets four successes while the mugger’s gets three.
                  moment of the contest. Sometimes one participant sets  The wolf has its victim, the slow thief.
                  up a defense or creates a situation that a challenger later
                  tries to overcome. The roll for the defender is made when  Now, if the wolf holds back and allows its victims to
                  he creates the object or defense, and any successes achieved  run, judging which is the weaker of the two, the Storyteller
                  are recorded for future reference. Challengers’ rolls are  could decree that the race is a contested and extended effort.
                  made as they approach, and are compared to the defender’s  He decides that whoever gets six successes first is allowed to
                  original score. So, if an IT manager creates a firewall for a  escape — the wolf ignores the victor and chooses the loser as
                  server and four successes are earned for him, a hacker who  its prey. One roll marks a turn’s time and the loser is dinner.
                  comes along a year later needs to attain five or more suc-  The Storyteller also decides that since this isn’t a measure of
                  cesses to get in.                               pure reaction time, but of endurance, Stamina + Athletics is
                      The Skill descriptions in Chapter 3 indicate when  rolled. Karen’s Stamina is 2 and her Athletics is 4, for a total
                  contested actions are appropriate for various tasks. Rolls  of 6. The same modifiers above still apply, so seven dice are
                  made are based on the activity performed, as always. Hack-  rolled for Karen each turn. The criminal’s dice-pool total is
                  ing a computer might involve Intelligence + Computer  five. In the first turn, Karen gets one success to the thief’s
                  for both sides. Running a race may involve Dexterity +  three. He has the lead. In turn two, Karen gets three
                  Athletics or Stamina + Athletics.               successes, while her opponent gets none. Karen is a step
                      Note that in a contested action, the total successes  ahead now, but neither party has gotten away. In turn three,
                  rolled for each participant are compared, and he with the  Karen gets a tragic zero successes while the mugger gets
                  higher total wins. The difference between successes rolled  three, for the required total of six. Abject panic gives him a
                  is not the “margin of success.” So, if one participant gets  burst of speed, leaving Karen to fend off the beast that howls
                  two successes and the other gets five, the latter of the two  greedily and leaps in her direction.
                  wins with five successes. He doesn’t win with three, the  If participants in an extended and contested action
                  difference between the two totals.              accumulate their required number of successes at the same
                      Contested feats can be based on instant actions or  time, no winner is determined. They could both finish
                  extended ones. Activities that take only a moment — a  their separate projects simultaneously with no clear leader.
                  turn — to perform between competitors are considered  Both scientific teams present their successful findings at
                  instant actions and are resolved with one roll each. Wres-  the same time, for example. Alternatively, the competi-
                  tling over a fallen gun probably involves only one action’s  tion could continue until someone overcomes the other.
                  effort to decide who ends up with the weapon. If rolls tie  Rolls continue to be made, perhaps to improve upon ef-
                  or neither results in successes, the struggle can continue  forts that have already been achieved. Say, debaters both
                  into the next turn, but it’s still considered an instant ac-  make valid points, so they continue their discussion to
                  tion because it can once again be resolved in the space of  see who can get the last word.
                  one turn.

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             Chapter 6- DRAMATIC SYSTEMS
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