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the slippery conditions. Climbing to the top of the tree  The Speed trait of quarry and pursuer is also a factor
             requires a total of six successes (one success per 10 feet) over  in determining who is likely to get away or be caught. A
             the course of an extended action. If it takes four rolls to  human adult isn’t likely to catch a cheetah, for example,
             accumulate the required six successes, Miles reaches the top  but a cheetah can probably catch a human adult. For ev-
             of the tree after 12 minutes.                   ery three points of difference between competitors’ Speed
                                                             traits, the faster one gets a +1 bonus on chase rolls. Re-
             Roll Results                                    mainders are rounded down. So, if a pursuer has a Speed
                Dramatic Failure: Your character has lost his grip or  of 11 and a quarry has a Speed of 8, rolls made for the
             footing and falls. It could be fatal depending on the height  pursuer get a +1 bonus. If a pursuer has a Speed of 10 and
             involved. See the rules on falling, p. 179.     a quarry has a Speed of 11, neither party gets a bonus (the
                Failure: Your character doesn’t make any headway  difference between Speed traits is less than three and is
             on his attempted climb. He doesn’t lose altitude, but he  rounded down).
             doesn’t gain any, either.                          Example: Katla runs from a would-be attacker. She
                Success: Your character reaches the top of the object  has 2 Stamina, 4 Athletics and a Speed of 9. The attacker
             he wishes to climb (if performed as an instant action), or  has 3 Stamina, 1 Athletics and a Speed of 10. The differ-
             makes continued headway to the top (in an extended ac-  ence between their Speed traits is not sufficient to give either
             tion).                                          a bonus (it’s less than three, so is rounded down to zero). Six
                Exceptional Success: Your character reaches the top  dice are rolled for Katla, and a total of 10 successes must be
             with time and energy to spare. If successes gained exceed  accumulated for her to get away. Four dice are rolled for the
             the amount required to climb the object (whether per-  attacker, but he need only accumulate a number of successes
             formed as an instant action or exceeding the total required  that equals or exceeds what Katla has in any turn. Thus, if
             for an extended action), your character may attempt an-  she gets one success in the first turn and he gets one or more,
             other instant action at the top, such as a flip, at the  he catches her right away. If by the fifth turn she has eight
             Storyteller’s discretion.                       successes and he has four, and his total successes from turn
                Suggested Equipment: Nylon rope (+1), climbing  to turn has never equaled or exceeded her total, she has
             cleats (+1), grappling hook (+2), pitons and hammer (+3)  always maintained the lead. If by seventh turn Katla has 10
                Possible Penalties: Lack of tools (-1 to -5), bad weather  successes and her pursuer has eight, she gets away. Her
             (-1 to -3), sheer slope (-1), lack of handholds (-3)  pursuer runs out of steam or stumbles.
                                                                If the quarry of a chase has a head start, she gets a
             Foot Chase                                      number of automatic successes at the beginning of the
                Dice Pool: Stamina + Athletics + equipment versus  chase. Any successes rolled for her throughout the ex-
             Stamina + Athletics + equipment                 tended and contested task are added to that number from
                Action: Extended and contested (each roll represents  turn to turn, giving the quarry an advantage throughout.
             one turn of running)                            As a rule of thumb, a 10-yard head start is worth one au-
                It’s inevitable that your character will chase some-  tomatic success. So, if Katla were 30 yards away from her
             one (or more likely be chased) in his burgeoning experi-  assailant when the chase broke out, she would have a foun-
             ences with the supernatural. He may interrupt a creature  dation of three successes on which to add her own through-
             preying upon a hapless victim and race after the thing, or  out the chase. That bonus would make it all the harder
             he may stumble upon a scene not meant for his eyes and  for her pursuer to accumulate an equal or greater number
             suddenly he’s the hunted.                       than she has in any given turn.
                A chase is a matter of endurance, reflexes and fleet-  Negative modifiers to rolls due to hazardous terrain
             ness of foot. Roll Stamina + Athletics for each partici-  or dangerous conditions apply equally to opposing par-
             pant. This is not quite the conventional extended and  ticipants. A desperate escapee can even intentionally in-
             contested task, however. Rolls are made for each partici-  cur a negative modifier (leaping a hurdle or navigating a
             pant in each stage (in each turn), but the quarry has a  construction site) to force her pursuer to cope with the
             different goal than the pursuer. The number of successes  same conditions.
             that must be acquired for the quarry equals the pursuer’s  All of a participant’s actions must be dedicated to
             Speed. So, if the pursuer has a Speed of 12, successes ac-  running in a chase. If someone performs a different action
             cumulated for the quarry must reach 12 for him to get  in any turn, such as firing a gun, his Stamina + Athletics
             away.                                           roll for that turn is forfeit. The character might even per-
                The pursuer, however, does not seek to get away. His  form another action and travel his Speed, but he loses
             goal is much more specific: to stop the quarry from escap-  momentum in the race; he adds no successes to his total.
             ing. The number of successes that the pursuer needs is  Only a character who possesses a supernatural power or a
             therefore different. He seeks to tally a number that equals  special Merit might maintain a chase and be able to per-
             or exceeds the quarry’s current total of successes at any  form a separate action in a turn.
             point in the chase. If the pursuer gets that number, he  The actual distance between quarry and pursuer at
             catches up.                                     any point in a chase is based on the difference of total
                                                             successes between them. Each success is worth about 10

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                                                                      PHYSICAL SKILLS- ATHLETICS
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