Page 73 - Chronicles of Darkness
P. 73

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
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