Page 70 - World of Darkness
P. 70
Roll Results Note that dots in Drive do not apply to manually fix-
Dramatic Failure: Not only does your character fail ing or building vehicles, only to operating them. Con-
to hit his opponent, the attack leaves him wide open for a struction and repair is the province of the Crafts Skill (see
counterblow. Your character’s Defense or Dodge trait does p. 57).
not apply to the next close-combat attack staged against Possessed by: Car thieves, couriers, delivery drivers,
him. emergency responders, police officers, racecar drivers
Failure: Your character’s attack misses its target. Specialties: High-Performance Cars, Motorcycles,
Success: Your character scores a hit against his op- Off-Road, Pursuit, Shaking Tails, Stunts
ponent. See Chapter 7 for details on combat and inflict-
ing damage. Roll Results
Exceptional Success: Your character lands a particu- Dramatic Failure: Your character loses control of the
larly powerful blow or hits his opponent in a vital area, vehicle while attempting a maneuver. If traveling at high
increasing damage. speed, a crash occurs, wrecking the vehicle and likely in-
Suggested Equipment: Roll of quarters (+1), brass juring its occupants. If the local terrain presents no con-
knuckles (+1), sap gloves (+3) venient obstacles (your character drives on an open a high-
Possible Penalties: Slippery conditions (-1), bad way or salt flat), the car flips and rolls for some distance
weather (-1 to -3), extremely confined space (-2), inter- until it comes to a stop. If traveling at low speed, the ve-
vening obstacles (-1 to -3), drunk (-2) hicle sideswipes a parked car or tree, or possibly slides off
the road and becomes stuck at the Storyteller’s discretion.
Drive See “Vehicles”, p. 141, for rules on how to handle ve-
hicles and crashes.
They took the turn with a screech of tires, coming out Failure: Your character doesn’t complete his intended
onto a deserted street. The pursuing pickup truck took the maneuver. The direction the vehicle travels (if it goes
turn wide, riding up onto the far curb and flattening a anywhere at all) is determined by the Storyteller rather
mailbox before the driver got his vehicle under control. than by your character.
Success: Your character completes his intended ma-
“Hang on!” John said, hitting the brakes and pulling on
the wheel. Jenny and Robert were thrown against the far neuver.
Exceptional Success: Not only does your character
doors as the Volvo spun and headed back the way it had
come, right at the oncoming truck. John got a glimpse of the complete his intended maneuver, he gains much more
ground than expected. Perhaps he swerves around a sharp
other driver’s shocked expression before the man swerved and
the truck struck a fire hydrant. corner, drops perfectly into a sudden gap in traffic and
shoots down the road.
Robert looked back at the wreck shrinking in the
distance. “Holy shit,” he said, shaking his head. “Where did Vehicle Pursuit
you learn to drive like that?”
Dice Pool: Dexterity + Drive + vehicle Handling
John laughed. “Who says you can’t learn anything from versus Dexterity + Drive + vehicle Handling
The Dukes of Hazzard?” Action: Extended and contested (each roll represents
The Drive Skill allows your character to operate a one turn of driving)
vehicle under difficult or dangerous conditions. Charac- Pursuing a fleeing vehicle is a test of both sharp re-
ters don’t need this Skill simply to drive a car. It’s safe to flexes and steel nerves as the escaping driver attempts to
assume in a modern society that most individuals are fa- increase the distance between himself and his pursuer. Roll
miliar with automobiles and the rules of the road. Rather, Dexterity + Drive + Handling for each driver. Each roll
this trait covers the training or experience necessary to represents one turn’s time. This is not quite the conven-
operate at high speeds, to tackle hazardous road condi- tional extended and contested task, however. Rolls are
tions and to push a vehicle to the limits of its performance. made for each participant in each turn, but the quarry has
Drive is the difference between a typical suburban parent a different goal than the pursuer. The number of successes
with a minivan and a police officer, car thief or racecar that must be acquired for the quarry equals the pursuing
driver. (See “Handling” on p. 146 for dice-pool equipment vehicle’s Acceleration (see “Sample Vehicles,” p. 146, for
modifiers for various vehicles.) more information). So, if the pursuer’s vehicle has an
The Skill also applies to piloting and controlling Acceleration of 15, successes accumulated for the quarry
boats; your character’s Drive dots are applied equally to must reach 15 for him to get away.
handling boats. In order for your character to be able to The pursuer, however, does not seek to get away. His
pilot a plane, he needs a Pilot Specialty in the Skill. With goal is much more specific: to stop the quarry from escap-
that, efforts to control a plane call for a Drive-based roll, ing. The number of successes that the pursuer needs is
plus one die for your character’s Pilot Specialty. A charac- therefore different. He seeks to tally a number that equals
ter with the Drive Skill who does not possess a Pilot Spe- or exceeds the quarry’s current total of successes at any
cialty cannot effectively operate a plane. His efforts to fly point in the chase. If the pursuer gets that number, he
are based on Attribute alone, at a -1 untrained penalty. catches up.
69
PHYSICAL SKILLS- BRAWL-DRIVE

