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
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