Category:Dramatic Systems

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Below are tables of common dramatic systems for WoDG. Each table has links to more detailed descriptions and rulings for your convenience.

We have summarized the systems and have merged them into one comprehensive package that is applicable to all venues in WoDG. This was done in an aim to simplify Crossover scenes, deliver consistency to the community, and to clarify mechanics so that community members can all be on the same page.

Contents

Difficulties and Thresholds

In many cases we have ruled on difficulty adjustments so that players do not have to wait for an ST to determine on their own what difficulties are appropriate for many of the more straightforward rolls.

In the case of not having the benefit of an advanced ruling on a given set of possible conditions, please go by this rule of thumb: 

For every factor that makes up the whole of the conditions of a setting which may impact a given attempt on a feat adjust the base difficulty by one.

This means that if it's dark and foggy and rainy while trying to shadow someone who is evading your character that difficulty will be adjusted by at least three for those three seperate factors.

Thresholds should be applied when it makes sense to extend an action or if the feat in question is extremely challenging or takes time to accomplish such as in the case of inventions or research.

Secondary Abilities

It’s important to note that some systems below have been specified as using an ability that is not found in all venues though they are considered primary abilities in at least one venue. In cases like these, player characters need to have the appropriate primary ability listed in the dramatic system, even if it is not part of their standard abilities for their venue. For more about Primary and Secondary Abilities in WoDG, please see Abilities.

Note: During ST led scenes and in some cases, a ST still may modify the dice pools used in order to best fit conditions within the setting or better represent the challenge posed to players in a scene by a specific situation.

Physical Feats Chart

Feat
Traits
Difficulty (If left blank the base difficulty is normal = 6)*
Notes
Climbing
Dexterity +Athletics/Climbing

Easy Climbs = 15 feet per success Difficult Climbs = 5 feet per success
Driving
Dexterity/Wits + Drive/Piloting


Encumbrance
Strength (See Chart)

25lbs/Str+Potence
Hunting (Vampire)
Perception


Intrusion
Dexterity/Intelligence + Security/Lockpick
Difficulty: 4 for normal dwellings/vehicles without alarms.

Jumping
Strength


Jumping (Running Leap)
Strength + Athletics


Gauge Distance
Perception + Athletics


Catch Fall
Dexterity + Athletics


Lifting and Breaking
Strength (See Chart)


Long Running (Werewolf)
Stamina + Athletics
Difficulty: 4
Run a number hours = Stamina
Opening and Closing
Strength + Potence

Difficulties and thresholds depend on material of the door. Teamwork can be used. Roll can be extended.
Pursuit
Dexterity + Athletics/Drive

Contested action.
Shadowing
Dexterity + Stealth/Drive

Contested action vs Perception + Alertness
Sleight of Hand
Dexterity + Stealth

Contested action vs Perception + Alertness
Stealing
Dexterity + Stealth / Perception + Streetwise

Contested action vs Perception + Alertness
Swimming
Stamina + Athletics/Swimming


Throwing
Dexterity + Athletics


* Difficulties and thresholds always are adjusted based on conditions within a scene at a default rate of 1 per factor if no ST is present to rule otherwise.

Mental Feats Chart

Feat
Traits
Difficulty (If left blank the base diff = 6)*
Notes
Academic Knowledge
Intelligence + Academics/Science (or specific area of study)


Awakening (Vampire)
Perception + Auspex / Humanity
Difficulty: 8

Building Devices
Intelligence + Technology/Crafts

See Chart
Creation
Variable

See Chart
Cryptography
Intelligence + Linguistics/Computer

Wits + Enigmas is used to make an analysis of the code prior to cracking it.
Destroying Devices
Perception + Technology

Supernatural devices like Wonders and Fetishes are not applicable.
Detecting the Supernatural (Mage)
Perception + Awareness

Also see the Awareness article in the Mage: The Ascension venue.
Dream Interpretation
Intelligence + Enigmas


Foraging
Intelligence + Survival


Forgery
Intelligence + Streetwise


Fortune Telling
Perception + Awareness (Mage)/Occult other venues.


Gamecraft
Wits + Engimas


Hacking
Intelligence/Wits + Computer

This is an extended process and is usually contested. See Chart.
Hunting (Werewolf or Mundane)
Perception + Primal Urge/Survival


Improving Devices
Intelligence + Technology


Inventing
Intelligence + Science


Investigation
Perception + Investigation (Variable)

Specialized areas of Investigation and Research will use the appropriate corresponding knowledge.
Meditation
Stamina/Intelligence + Meditation
Difficulty: 8

Repair
Dexterity/Perception + Technology/Crafts/Computer


Research
Intelligence + Academics/Occult/Science/Investigation/Computer


Search
Perception + Investigation


Surveillance
Perception + Alertness/Technology or Dexterity + Stealth

See Chart
Tracking
Perception + Survival/Primal Urge/Alertness
Difficulty: 7

Umbral Navigation
Perception + Cosmology


Understanding the Unexplained
Intelligence + Enigmas/Occult


* Difficulties and thresholds always are adjusted based on conditions within a scene at a default rate of 1 per factor if no ST is present to rule otherwise.

Social Feats

Social systems are very subjective at times. Social rolls must be backed up with good RP and vice versa. Garou and Vampires need to be mindful of Rage and Humanity ratings when considering difficulty of social rolls vs. mortals.

Feat
Traits
Difficulty (If left blank the base difficulty is normal = 6)*
Notes
Animal Attraction (Werewolf)
Charisma + Primal Urge
Willpower of the target.
Any explicit scene must have consent.
Carousing
Charisma + Empathy


Credibility
Manipulation + Subterfuge
Difficulty 7
Resisted roll vs Perception + Subterfuge of target.
Facedown
Charisma + Intimidation
Difficulty = opponent's Willpower Theshold = opponent's Willpower + 5
Garou may roll Rage instead of Charisma + Intimidation
Fast-Talk
Manipulation + Subterfuge

Resisted roll vs opponent's Willpower
Fitting In
Charisma + Etiquette and Wits + Academics


Impersonation
Charisma + Expression and Manipulation + Subterfuge
Difficulty 8

Interrogation
Charisma + Intimidation or Manipulation + Intimidation
Difficulty Target's Stamina + 3 or Willpower
Resisted action. Target rolls Willpower
Intimidation
Strength/Manipulation + Intimidation

Also a passive ability.
Oration
Charisma + Leadership


Performance
Charisma + Performance


Seduction
Appearance/Wits + Subterfuge and Charisma + Empathy
Target's Wits/Intelligence/Charisma + 3
Any explicit scene must have consent.
* Difficulties and thresholds always are adjusted based on conditions within a scene at a default rate of 1 per factor if no ST is present to rule otherwise.


Pages in category "Dramatic Systems"

The following 4 pages are in this category, out of 4 total.

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