Page 68 - World of Darkness
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broad jump, a character can cross two feet per success  other instant action in the air (say, firing a shot) or upon
             rolled. In a running jump, a character can cross a number  landing (maybe running up to her Speed), at the
             of feet equal to her Size + four more feet per success rolled.  Storyteller’s discretion.
             So, if a person who’s Size 5 gets three successes in a run-  Suggested Equipment: Running shoes (+1), ramp
             ning jump, she travels 17 feet. In order to make a running  (+1), springboard (+2), vaulting pole (+3)
             jump, a character must be able to run a distance of at least  Possible Penalties: Slippery conditions (-1), bad
             10 feet. If space is limited, every two feet (rounding up)  weather (-1 to -3), difficult terrain (-1 to -3), strong wind
             short of 10 imposes a -1 penalty on the Strength + Ath-  (-2)
             letics roll. So, if a character who wants to make jump needs
             at least 10 feet in which to get a running start, but she has Throwing
             only five feet with which to work, the roll suffers a -3  Dice Pool: Dexterity + Athletics + equipment
             penalty.                                           Action: Instant
                Before jumping, a character may attempt to gauge the  Throwing an object can be a brute-force physical act
             distance and her chances of success before committing.  or a combination of grace and hand-eye coordination to
             Roll Intelligence + Composure or Athletics, at the  hit a distant target. Your character can throw a non-aero-
             Storyteller’s discretion. If the roll is successful, you learn  dynamic object (such as a clay pot or tire) a distance in
             the number of successes needed to make the jump and  yards equal to his Strength + Dexterity + Athletics, mi-
             decide if it’s worth the risk. You may also learn what pen-  nus the object’s Size. The result is considered short range.
             alties are imposed by having insufficient space to get a  Medium range is double that number, and long range is
             proper running start.                           twice medium range. So, a character with 4 Strength, 3
                Example: Diana finds herself trapped on the roof of her  Dexterity and 2 Athletics can throw a tire with 2 Size a
             apartment building with the vampire’s blood slaves charging  short range of seven yards, a medium range of 14 yards
             up the stairs after her. Her only hope is to jump to the roof of  and a long range of 28 yards.
             the adjacent building and hope that the thugs won’t have the  Aerodynamic objects such as footballs and spears can
             nerve to follow. The distance between buildings is 20 feet.  be thrown double those distances. Thus, the same char-
             Diana is Size 5. A jumping roll must generate at least four  acter who throws a football (Size 1) has a short range of
             successes (for a total of 21 feet) and she needs at least 10  16 yards, a medium range of 32 yards and a long range of
             feet to get a running start, which the Storyteller says is  64 yards.
             available. Her Strength is 3 and her Athletics is 3. The roll is  An object with a Size that equals or exceeds your
             4, 5, 8, 8, 8 and 9 — four successes. Leaping from the  character’s Strength simply can’t be thrown far enough to
             stone parapet, Diana crosses the intervening distance and  constitute range, even if it’s an aerodynamic item. It’s sim-
             lands on the far roof.                          ply too heavy or bulky to be thrown.
                It was a dangerous feat, though. Under less stressful  While the distance that an item can be thrown is
             circumstances, Diana might have gauged her chances before  relatively fixed, your character’s accuracy is rolled: Dex-
             risking her life. The Storyteller could have allowed her player  terity + Athletics + equipment. Weapons such as knives,
             an Intelligence + Composure or Athletics roll to determine  spears and rocks, however, confer their Damage ratings as
             that four successes were required. Or if the Storyteller  bonuses when thrown (see the Combat Chapter). Mun-
             decided that only eight feet were available to get a running  dane items such as baseballs or footballs can be thrown to
             start, a successful gauging roll would have told Diana’s  hit and hurt (probably unsuspecting) targets, too. These
             player that four successes were required, and that a -1  items typically confer a +1 bonus and do bashing damage
             penalty would have applied.                     (see p. 153).
                                                                Modifiers to hit targets are -2 at medium and -4 at
             Roll Results                                    long range. By no means is long range the limit to which
                Dramatic Failure: The task not only fails but your  an item can be hurled. Your character could throw it with
             character loses her balance. Perhaps she trips on a piece  everything he has and achieve greater distance — up to
             of debris or catches a part of her clothing on a branch or  twice long range. Accuracy is forgone, though. If your
             jagged rock. Instead of jumping, she hits the ground and  character tries to throw an object at a target beyond long
             suffers a bashing wound if it was a vertical jump. See “Fall-  range, he can still make the attempt. Make a chance roll
             ing,” p. 179, if it was a horizontal jump.      to determine success (see p. 125), regardless of what your
                Failure: Your character doesn’t achieve any signifi-  character’s dice pool might normally be. Any target that’s
             cant distance at all — she jumps too early, has a false start  more than double long range away is considered com-
             or loses her nerve. She gains a few inches vertically or  pletely out of range and no throw can hit it.
             about a foot horizontally, which could also mean a fall.
                Success: Your character leaps a number of feet based  Roll Results
             on the successes rolled.                           Dramatic Failure: Your character loses control of the
                Exceptional Success: Your character leaps an impres-  object. If it’s large or heavy (Size 4 or greater), he loses his
             sive distance. If successes gained exceed the amount re-  grip and drops it, potentially injuring himself in the pro-
             quired to make the jump, your character may attempt an-  cess. Smaller objects land wildly off the mark, striking

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                                                                      PHYSICAL SKILLS- ATHLETICS
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