Physical Feats

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Physical Feats in WoDG have been streamlined so that all venues use the same dice pools for the same rolls. Please note that also some feats have detailed examples of degrees of difficulty to reduce confusion among community members. In those cases, please use the difficulties supplied in this section of the World of Darkness: Gotham Wiki. Further, some Secondary Abilities have been suggested as alternatives to some systems as they might be applicable in some circumstances. However understand that Secondary Abilities have limited use.

For example, for Driving systems it may be applicable to use Pilot if your character is flying a helicopter and not actually driving a car. However, if your character is driving a car then you would not use Pilot you would roll Drive as usual.


Physical Feats Descriptions


Dexterity + Athletics Difficulty 6. Movement rate = 10 feet climbed per success for a standard climb. Easy climbs = 15 feet climbed per success. Difficult climbs = 5 feet climbed per success. More difficult climbs may also incur a Difficulty penalty as well as the movement penalty. Devices, claws, and other aids may reduce the difficulty of a climb by 2. Possible Secondary Abilities: Climbing, Acrobatics.


Dexterity/Wits + Drive. No roll to drive is required under normal circumstances if the character has at least one dot in the Drive ability. However in adverse conditions a roll is required and the Difficulty is based on the severity of those conditions. Additionally, different vehicles handle with different characteristics no matter how skilled the driver. Therefore, no driver may have more dice in their drive dice pool than the maneuver rating for the vehicle being driven. Please refer to the chart below. Also, a general rule of thumb when calculating difficulty is that for every 10 mph over the safe speed for a vehicle, the difficulty for the drive roll is increased by 1. Adding in adverse weather and traffic conditions will increase difficulty as will trying to evade pursuit or to pursue. Possible Secondary Abilities: Pilot, Ride, Helmsman, Boat Handling.


Strength. For every point in Strength a character may carry 25 pounds without penalty. Every additional 25 pounds over the limit incurs a +1 difficulty to all physical actions and halves the character’s base movement. A character bearing a load double the capacity of her Strength rating cannot move. Potence adds to a character’s effective Strength rating.

Driving Chart
Vehicle Safe Speed Max Speed Maneuver
6-wheel truck 60 90 3
Tank (modern) 60 100 4
Tank (WWII) 30 40 3
Bus 60 100 3
18-Wheeler 70 110 4
Sedan 70 120 5
Minivan 70 120 5
Compact 70 130 6
Sporty Compact 100 140 7
Sport Coupe 110 150 8
Sports Car 110 160 8
Exotic Car 130 190+ 9
Luxury Sedan 85 155 7
Midsize 75 125 6
SUV 70 115 5
Formula One Racer 140 240 10
Strength Chart
Strength Feats Lift
1 Crush a beer can 40 lbs.
2 Break a wooden chair 100 lbs.
3 Break down a wooden door 250 lbs.
4 Break a 2'x4' board 400 lbs.
5 Break open a metal fire door 650 lbs.
6 Throw a motorcycle 800 lbs.
7 Flip over a small car 900 lbs.
8 Break a 3' lead pipe 1000 lbs.
9 Punch through a cement wall 1220 lbs.
10 Rip open a steel drum 1500 lbs.
11 Punch through 1" sheet metal 2000 lbs.
12 Break a metal lamp post 3000 lbs.
13 Throw a station wagon 4000 lbs.
14 Throw a van 5000 lbs.
15 Throw a truck 6000 lbs.

Hunting (Vampire)

Perception. Difficulty is based on the area in which the vampire is hunting. See Vampire Hunting and Feeding for specifics on hunting in WoDG.


Dexterity + Security for mechanical locks. Intelligence + Security to bypass electronic alarm systems. Skill rating 1 allows a character to bypass simple locks like house locks and standard car locks. Skill rating 2 allows a character to bypass a keypad or crack a safe. Difficulty varies from 4-10 depending on the complexity of the target. Possible Secondary Abilities: Lockpicking

Setting up a single security measure on a specific target (like a door or window) requires an Intelligence + Security roll Difficulty of 6. A single success creates a measure of 4 Difficulty to bypass. Each success thereafter increases the difficulty to bypass the measure by 1. Setting up an elaborate security system over an entire haven, home, laboratory, etc. is more involved and will also require appropriate Technology rolls for device construction and system design. Difficulties and thresholds will be assigned by a ST according to the complexity of the security system being designed. Possible Secondary Abilities: Traps, Engineering, Electronics, Jury-Rig, Hypertech


Strength or Strength + Athletics for a running jump Difficulty 3. Each success on a standing jump propels a character 2 feet up or 4 feet horizontally. Number of successes needed = to the distance needed to be cleared. On a failure, the character may roll Dexterity + Athletics (Difficulty 6) to break a fall or grab a surface to prevent falling. Perception + Athletics roll (Difficulty 6) allows a player character to judge the distance of a jump and estimate the number of successes needed to complete the task. Possible Secondary Abilities: Acrobatics

Lifting and Breaking

The strength chart provides the minimum Strength needed to deadlift or break various weights without a roll. Characters of lower Strength may roll to affect heavier weights. The roll is made not with Strength, but with Willpower, and is difficulty 9. Each success advances the character by one level on the chart. Potence adds to the character's effective Strength.

Long Running (Werewolf)

Lupus form only. Can run a number of hours = to Stamina. Stamina + Athletics (Difficulty 4) to maintain 16 mph running speed for each hour after that.

Opening and Closing

Strength. Difficulty 6 or 8 depending on the material of the door. The number of successes required depends on the material of the door. The roll is extended and teamwork can be used. Some doors require a certain amount of Strength just to make the attempt. Potence adds to the characters effective Strength rating.

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Dexterity + Athletics/Drive. For running pursuits check movement rate first. If the movement rates are vastly different, then no roll is needed. The faster character will eventually overtake the slower one. If the characters are equal or nearly equal to each other in movement, then roll Dexterity + Athletics in a contested roll. Target starts with a number of free successes = to the number of yards from pursuer Xs 2. Vampires do not tire. Mortals and mages tire after 5 minutes per point of Stamina if running at breakneck speed. Garou tire at the rate of 7 minutes per point of Stamina in their current form except for Lupus form where Long Running rules apply. When the pursuer’s successes overtake the amount of successes the quarry has, the chase is over. Perception roll may be called to catch sight of the quarry the difficulty is +1 for every success over the first in distance the quarry is to the pursuer. Extra actions gained from Celerity, Rage, and Time increase movement rate and give the character a number of extra rolls appropriate to the number of extra actions the character has. For driving pursuits, the same system applies except Drive is used in place of Athletics and extra actions from Celerity, Rage, and Time do not apply if neither character involved in the chase is on foot. Possible Secondary Abilities: Pilot, Boat Handling, Helmsman, Ride.


Dexterity + Stealth/Drive vs resisted Perception + Alertness roll Difficulty 6. The difficulty can be adjusted for conditions. For example, a crowded street is easier to shadow a target than an empty street. Two or more shadowers can combine successes to follow a target. Using tracking devices, satellites and other high tech devices might make the shadowing automatic or allow only an especially wary or paranoid target an Intelligence + Alertness roll Difficulty 9 to notice a shadower that keeps showing up nearby. The target must at least score one more success than the shadower to spot the tail and act accordingly. Special supernatural traits and powers will naturally modify a shadower’s difficulty or dice pool. For example, Arcane reduces the dice pool to spot the shadower by one per dot. Possible Secondary Abilities: Camouflage, Disguise, Tracking.

Sleight of Hand

Dexterity + Stealth vs Perception + Alertness Difficulty 6. This system is used for everything from picking pockets to placing a bug on someone or something. The Difficulty of such an action is adjusted based on how complex the action is or in the case of theft, the size of the object being stolen. Failure indicates that the rogue was not successful while a botch indicates that he was caught in the act. Special supernatural traits and powers will naturally modify a rogue’s difficulty or dice pool. Possible Secondary Abilities: Sleight of Hand, Pickpocketing.


Dexterity + Stealth vs Perception + Alertness Difficulty 6 in a resisted roll. The difficulty can be adjusted up or down depending on conditions. Special supernatural traits and powers will naturally modify the sneaking character’s difficulty or dice pool. Some powers may eliminate any need to roll at all. Arcane gives one automatic success one per dot. Possible Secondary Abilities: Camouflage, Disguise.


Dexterity + Stealth vs Perception + Alertness Difficulty 6 in a resisted roll. Perception + Streetwise Difficulty 8 is used to case the area and determine the difficulty of the task. Difficulties are adjusted based on the conditions and size of the object(s) being stolen. Bulky clothing may reduce difficulty by 2 while good lighting and alerted witnesses may increase it. A failure indicates that the theft was unsuccessful while a botch indicates that the thief was caught in the act. Special supernatural traits and powers will naturally modify a thief’s difficulty or dice pool.


Stamina + Athletics. Any character with one or more dots in Athletics knows how to swim. Distance and duration to stay afloat is rolled vs a Difficulty that reflects the water conditions. Swimming in a pool is difficulty 4 while swimming in the sea during a storm in icy conditions might be a 10. One roll is made per hour to remain afloat while distance swimming is rolled every 15 minutes. Failure indicates that the character flounders while a botch indicates that the character sinks and starts taking suffocation damage if they are not Kindred. Vampires caught underwater during the day are assumed to have the same cover from sunlight as cloud cover. Possible Secondary Abilities: Swimming, Scuba.


Dexterity + Athletics to throw an object at a target Difficulty (6 at up to half the maximum range of the object or 7 for more than half to maximum range of the object). An object weighing 3 pounds or less can be thrown Strength X 5 yards. Each additional 2 pounds decreases the distance by 5 yards. If an object can be lifted, but not thrown it can only be hurled a yard or two. This can be adjusted based on the Feats of Strength Chart above. Just throwing an object requires no roll. Trying to throw an object at a target, does.

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