Page 67 - World of Darkness
P. 67
yards. So, if Katla has six successes and her pursuer has two, she is 40 yards ahead.
Of course, the Storyteller can set another standard for what the difference mea-
sures. If opponents race over broken, uneven ground, each success
between them could represent only five yards or one yard. Or,
if the chase occurs in wide-open spaces, each success between
subjects could represent 20 yards.
If a pursuer’s total successes ever equal or exceed a quarry’s
in any given turn, the pursuer catches up. The race comes to an
end. The pursuer is allowed one free action against the quarry, such
as a charge maneuver. See “Charging,” p. 164. The quarry is fully
aware of the threat, is not surprised and is entitled to her De-
fense. Initiative is rolled thereafter for both participants if
combat breaks out.
Note that a simple foot race in which competi-
tors seek to be the first to cross a finish line is handled
like a conventional extended and con-
tested task. Successes for each partici-
pant are accumulated and all seek the
same total number of successes. The first
one to get that total is the winner.
See “Catching Vehicles on Foot” on p. 71 for
systems on chasing after and jumping aboard ve-
hicles.
Roll Results
Dramatic Failure: The participant
trips, falls or wipes out. He may suffer a
Health point of bashing damage at the
Storyteller’s discretion. The race is
over.
Failure: The participant gains no ground
in the pursuit.
Success: The participant gains some
ground in the chase, whether fleeing or in
pursuit.
Exceptional Success: The partici-
pant gains a great deal of ground through
a mixture of luck and capability.
Suggested Equipment: Athletic
shoes (+1)
Possible Penalties: Bad weather
(-1 to -3), debris (-1 to -3), difficult
terrain (-1 to -5)
Jumping
Dice Pool: Strength + Athletics
+ equipment
Action: Instant
A character can jump one foot
vertically for each success gained
on a jumping roll. In a standing
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Chapter 3- SKILLS

