Page 104 - Chronicles of Darkness
P. 104

The Storyteller may rule that some equipment is too  such as a car or a business, with an extended action. In this
            complex to be Jury Rigged.                       case, the time between rolls and total successes required
            Roll Results                                     should match the effort involved. Building a car may take
                                                             a week between rolls and require 15 total successes, for
               Dramatic Failure: The character fails outright, and suf-  example. Storytellers should keep in mind, however, that
            fers some negative consequence. It could be taking damage   it’s usually much easier to acquire such equipment in other
            from an explosive reaction, gaining a negative Condition like   ways, like stealing or purchasing a car, or using Social
            Embarrassing Secret or Leveraged, or leading a supernatural   Maneuvering to convince a potential business partner to
            threat directly to the character’s location. The Storyteller   take the bait. As a result, building this kind of equipment
            should devise a consequence appropriate to the circum-  with extended actions should only be done if the player
            stances, although in some cases, the natural consequence of   really wants to make it from scratch.
            the character failing to get himself out of a pinch is enough.
               Success: The character successfully builds the equipment,  Examples of Play
               Failure: As dramatic failure.
            but it carries the Fragile or Volatile Condition (see above).  Meghan plays Cassidy, who’s trapped in a warehouse with
               Exceptional Success: The character successfully builds   something that has huge teeth and red eyes. She stumbles
            the equipment and anyone can use it as normal.   across a crate filled with office supplies, and Meghan declares
            Repair, Modifications,                           that Cassidy wants to jury rig a makeshift chain weapon us-
                                                             ing rubber bands and staplers. Since the chain has a weapon
            and Upgrades                                     modifier of +1 (see “Melee Weapons Chart,” p. 269), the
                                                             Build Equipment roll takes a one-die penalty. Cassidy has
               A character may want to fix or alter a piece of equip-  Wits 3 and Crafts 2, so Meghan rolls four dice for the Build
            ment that already exists. These actions usually only apply to   action and achieves one success. The Storyteller decides that
            physical objects, though exceptions are possible. Doing so   the newly-built “chain” has the Fragile Condition and will
            constitutes making a Build Equipment roll as usual, but the   therefore fall apart after just two uses. On Cassidy’s next
            penalty applied equals the difference between the object’s cur-  turn, she successfully uses the weapon to grapple the crea-
            rent state and the bonus or benefits the player wants to add.   ture, and keeps it pinned with the chain while she smashes
            Broken objects are considered to have an equipment bonus   a window to get out. Unfortunately, after one more turn of
            of 0. Partially-functional objects may have a bonus only one   the creature’s struggles against the chain, the rubber bands
            or two dice lower than their usual bonus. So for instance, if   snap and the creature chases Cassidy out of the warehouse
            a computer would normally grant a +2 to research rolls but   and down the street. Meghan earns a Beat for resolving the
            won’t start and is therefore currently at a 0, the roll to repair   Fragile Condition.
            it would suffer a -2.                              A Storyteller character has been captured by a crime lord,
               To modify or upgrade an object by increasing its traits or   and the player characters make plans to rescue him. They
            giving it new functions, simply treat each modification as a   decide to build a plan as equipment to help them out, and
            +1 equivalent. A character can replace one function with an-  the Storyteller rules that they must roll, since they only have
            other at no penalty — for instance, reversing the function of a   two hours before the crime lord makes his move. The play-
            walkie talkie to cause interference instead of receiving signals.  ers describe a general idea of the plan, with a part for each
               Modifying vehicles is beyond the scope of these rules   character to play in the rescue, and the Storyteller decides the
            and uses a different system, detailed on p. 99.  plan makes good sense and will grant a +2 to everyone’s rolls
                                                             in execution. The character with the best Wits + Composure
            Taking Your Time                                 pool is the primary actor, and everyone else contributes with
                                                             teamwork. The Build Equipment roll takes a two-die penalty
               A player may choose to build equipment as an extended  and, with five dice left over, fails to produce any successes. The
            action rather than making the usual single roll, taking no  Storyteller and players agree that the plan carries the Volatile
            built-in penalty to any of the rolls. Instead, the target number  Condition, and the rescue proceeds as planned. During the
            of required successes equals the total intended bonus and  rescue scene, one of the players fails a roll to sneak past a
            benefits of the equipment + one. Typically, players do this to  guard despite using the plan’s two-die equipment bonus, and
            avoid taking large penalties for complex equipment, or when  it automatically becomes a dramatic failure. This resolves the
            they have small dice pools to begin with and don’t want to  Condition and causes the guard to sound an alarm through-
            risk a chance die. The Storyteller determines the time between  out the crime lord’s mansion. The players each gain a Beat
            rolls as usual. See “Extended Actions,” p. 70, for further  for Volatile’s resolution, and the player who failed her roll
            explanation. Overall success and failure work as normal for  gains another for the dramatic failure. The “equipment” that
            the Build Equipment action.                      was the plan is now done for, and the players must improvise
               The Storyteller may also allow a player to build equip-  to face the new complication.
            ment that normally lies beyond the scope of this system,


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                                                                                 Building Equipment
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