Page 73 - Chronicles of Darkness
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another instant action in the air (say, firing a shot) or SNEAKING
upon landing (maybe running up to her Speed), at
the Storyteller’s discretion. (Dexterity + Stealth vs. Wits + Composure)
You’re trying to avoid notice by someone…or multiple
REPAIR someones. Maybe you want to get into a place undetected.
(Intelligence + Crafts) Maybe you’re trying to break out.
• Dramatic Failure: You attract a lot of attention…
You try to fix something that’s broken down. enough that now it’s going to be hard to get out.
• Dramatic Failure: The broken object’s a lost cause.
It’ll never work again. • Failure: You’re noticed, but still have the chance to
slip away.
• Failure: You’re stymied by the problem, but could come
back to it in another scene. • Success: You avoid notice and get closer to your goal.
• Exceptional Success: You avoid notice and get away
• Success: You get the thing working…for now.
before anyone has another chance to catch you.
• Exceptional Success: The object works better than
before. It won’t break again any time soon. Permutations
The Storytelling System has a few variations in how dice
RESEARCH rolls work.
(Intelligence + Academics or Occult) • 9-Again: You reroll dice that show 9 or 10, as opposed
to just 10. Keep rolling until you get a result that isn’t
Using your existing knowledge, you look for information a 9 or 10.
on a current mystery.
• Dramatic Failure: You learn something, but it doesn’t • 8-Again: You reroll dice that show 8, 9, or 10 — any
help. In fact, it sets you back. If using Occult, this successful die — and keep rolling as long as your dice
could mean dangerously false assumptions. show successes.
• Failure: You turn up a lot of promising leads, but • Extra Successes: Assuming your roll succeeds, you get
they’re all dead ends. a number of extra successes added to your total. This
permutation mostly applies to weapons, which add their
• Success: You find the basic facts you were looking for. damage bonus as extra successes on your attack roll.
• Exceptional Success: You find what you were looking • Rote Actions: When you’ve got plenty of training and
for, as well as leads toward a much bigger score of the steps you need to follow are laid out in front of
information. you, you’ve got a significant chance of success. When
you make a roll, you can reroll any dice that do not
SHADOWING A MARK show an 8, 9, or 10. If you’re reduced to a chance die
on a rote action, don’t reroll a dramatic failure. You
(Wits + Stealth or Drive vs. Wits + Composure) may only reroll each die once.
You follow someone, perhaps in the hopes of ambushing • Successive Attempts: When you fail a roll, you may be
them, or of finding out their destination. able to try again. If time is not an issue and your char-
• Dramatic Failure: You’re caught, either by the mark acter is under no pressure to perform, you may make
or some observer that’s become suspicious of you. successive attempts with your full dice pool. In the far
more likely situation that time is short and the situa-
• Failure: The mark senses he’s being followed, and tion is tense, each subsequent attempt has a cumulative
manages to lose you. one-die penalty — so the third time a character tries to
break down the door that’s keeping her inside a burn-
• Success: You follow the mark to his destination. ing building, her roll has a two- die penalty. Successive
attempts do not apply to extended actions.
• Exceptional Success: You find some means by which
you can continue following the mark, such as an un- • Teamwork: When two or more people work together,
locked entrance into the building at which he arrived. one person takes the lead. He’s the primary actor, and his
player assembles his dice pool as normal. Anyone assisting
rolls the same pool before the primary actor. Each success
from a secondary actor gives the primary actor a bonus
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infernal engines -dramatic systems

