February 6, 2006 at 8:08 pm #1633VEST ParadoxParticipant
The number of different type of actions that can be attempted are virtually limitless. Trying to make rules or lists for each and every possible action would be nearly impossible. We have, however, devised a list of several TN's which are requested quite often by the playing mass. If a particular action does not require or is not affected by any type of random chance, then the action can be assumed to be automatically successful. As always, the Storyteller determines what actions do or do not require a roll. When a character attempts an action that the ST determines a roll is required, the ST will assign a target number. If the TN isn''t in the charts below, the calculation that is used by the STs to calculate a TN is listed.
A character can move a number of feet equal to their body statistic in any given round when walking. If the character is running, they can move twice their body statistic in a round. Characters run when they use both actions in a turn to move. ( Move/Move as described above) Sometimes, however, that isn't fast enough to get away. If this is the case, the character can attempt to “push it”. Pushing It requires an Body Roll vs. TN 18, and if successful, the character can move at twice their Body statistic for their second movement action (can be used on the second move action only) and the characer must spend a point of Endurance in order to Push It. A Characer can only Push It once per scene, and characters can Push It if they have no Endurance at the cost of Body. Failing the roll does nothing to the character, the speed is just not increased. If the roll is failed by more than five (5), the character pulls something in strain and takes one point of Body damage. Characters that are running cannot activate masteries.
Escaping Bonds (Larceny)
Bound With TN Cloth 14 Rope 18 Restraints* 22 Light Manacles 26 Shackles 30 Shackles & Leg Irons 34
* Restraints are considered to be leather, rope, and bindings
Breaking Things (See Below)
Object Body Level Object Body Level Handheld Item 2 Solid Metal Door 18 Glass Window 4 Small Tree 22 Thin Wooden Door 6 Cell Door (Jail) 24 Solid Wooden Door 10 Thin Stone Barrier 26 Metal Bound Door 12 Cell Door (Prison) 30 Plaster Wall 13 Medium Stone Barrier 36 Thin Metal Door 14 Large Tree 40 Wooden Wall 16 Thick Stone Barrier 50
System: 2d6 + Body + Fighting Skill Level vs. Object body level (above)
Each time the character successfully makes a roll to break something, the body of the object is reduced depending on the damage done by the skill or the strength of the character. NOTE: If the character has no fighting skill they would roll 2d6 + Body. To determine damage for unskilled characters the character's body statistic is divided by 4 (fractions are rounded down). For every three body damage done to the objects the character breaking it takes one damage, regardless of soaking or masteries. This process continues until the object has no body levels left and breaks at zero body.
Multiple characters breaking the same object can select who takes the point of damage done to them by the object. Characters who fail this roll by five or more lose two points of body to show that they hit it wrong and have sprained or fractured something. Simply missing the roll incurs no damage to the character. Weapons cannot be broken in this fashion.
Smashing/Shooting (Weapon Skills)
System: 2d6 + Body + Skill vs. Object body level (above)
When a character is trying to shoot the lock or use a melee attack to break the item (Fireman's Ax/Ram), the process works as above. Damage to the object's body is the same as the weapon''s damage. (i.e. 3 body for a pistol, 4 for a sledge hammer). Certain areas (such as doors with hinges and locks) are more difficult to break down in this fashion. Each hinge or lock must be targeted (treat as hand held items) and broken in order to get through the door.
The only exception to this is the Ram (Counts as Large Melee). In this case the person guiding the ram makes the roll and one quarter (round down) of the body of each person assisting is added to the damage of the door.
Example: The senior constable is leading a raid into a smuggling den and they are going to break down the door. He has the assistance of two constables on the ram. Each deputy has a body of 8. Quartering the body gives a +2 damage for each one. The ram itself (Large Melee) does 4 body damage to the object. With the assistance of the constables, he gains +4 to damage. The total would be +8 damage to the object's body. A thin wooden door would be bashed down with one hit.
NOTE: The attack modifier is not used for any roll when breaking an object.
Lifting and Carrying Weight (Body)
At some point your character may need to lift or carry something unusually heavy. In previous games this system was left to interpretation and no two STs would give a like answer. Here's the answer. There are several different amounts of weight that a person can lift or carry, we will give TNs for a maximum lift and maximum carry.
Maximum Lift: Maximum lift is how much you can lift over your head. This weight cannot be lifted for long, one round is generally the maximum. If the amount you are lifting is a step or more below you can hold it aloft for an additional round. An Example will be given at the end.
Body Max Lift Body Max Lift 1 60 lbs 11 340 lbs 2 80 lbs 12 380 lbs 3 100 lbs 13 420 lbs 4 120 lbs 14 460 lbs 5 150 lbs 15 500 lbs 6 180 lbs 16 550 lbs 7 210 lbs 17 600 lbs 8 240 lbs 18 650 lbs 9 270 lbs 19 700 lbs 10 300 lbs 20 750 lbs
If you wish to continue holding the weight after one round you will be required to make a Body Roll with a TN of 18, each additional round will raise the TN by +2. If you are holding a weight less than your max lift you can hold it one additional round per level lower. For instance: Your character has a 10 Body. The normal max lift for that character is 600 lbs. If that character is holding something weighing 300 lbs, they could hold it an additional five (5) rounds before having to roll.
A character can carry one quarter of their Max Lift without too much difficulty, or they can carry half of their max lift for one round at half their normal movement speed. To carry something at half you Max lift for more than one round they must make the same roll as per holding a max weight above their head.
Characters can lift two (2) weight categories above their max lift no higher than to their waist but for only one round, any further rounds must be rolled as is done with Max Lift.
When a character wants to jump certain distances, they need to perform an Athletics skill roll with a base TN of 12. With a successful roll the character can jump 6 feet horizontal or 3 feet veritcal, for each 4 points over that TN the character can add +2 feet horizontal or +1 foot vertical.
If the character fails a roll to jump up and over something, no damage will be incurred. (unless leaping over a drop off, like from building top to building top). If a character fails the roll to jump down from something or off of something, they will take damage from the fall. (See Climbing section for damage description).
Jumps over 26 feet are not clearable (for mortal based breeds) without the aid of an auto success. These TN's are for running broad jumps or standing vertical jumps. If there is no room to get a small running start the bse TN increases by +4 for horizontal jumps.
Jumping Down (Athletics)
When a character needs to jump off of something they roll their Athletics skill vs a TN dependant upon how far they are jumping down. As you can see Jumping from heights over 20 Feet gets exceedingly difficult. Should you fail this roll you will take damage. (See Climbing and Falling below)
Height Jumping Down TN 6 Feet 12 10 Feet 16 14 Feet 20 18 Feet 24 20 Feet 28 +1 Foot +4 TN
Jumping is possible onto and off of moving horses (even though extremely dangerous). Should a character attempt such a feat, a +4 difficulty will be added to the TN. Keep in mind that environmental conditions may add or decrease from the TN's, based upon the ST/GM's decision.
Bound With TN Tree 12 Rope 18 Rough Wall 24 Brick Wall 30 Smooth Wall 36
If attempting to climb any sort of wall without the proper tools to do so (ropes, hammer, spikes, etc.) a +4 penalty will be added to the final TN.
A Character can climb 5 feet per round and must make a roll each round to continue. So for instance, if a character was climbing a 20 foot wall they would have to take 4 round and make 4 seperate rolls.
Failure to hit the desired TN does not automatically mean that the character has fallen, merely that the character cannot move up or down the surface without another roll. Should the character fail the roll by more than 5, the character has slipped or fallen. Environmental conditions may hinder or aid the character in their climb. ST/GM's have the final say over the TN's.
Damage for Falls
Sometimes that jump wasn't far enough and sometimes a person will slip and fall. If a character falls from a climb or jump they will suffer damage due to the impact. If this happens there are two steps. The first is to determine the damage done to them. The chart below details damage.
Distance Fallen Damage 6-10 Feet 2 11-15 Feet 4 16-20 Feet 6 21-25 Feet 8 26-30 Feet 10 Every +2 Feet +1
The second step is to determine what part of the body the character landed on. This is done by rolling 2d6 and consulting the chart below. For every 2 body damage taken add a +1 to this roll, and fractions are to be rounded down. (example: If a character falls from 27 feet. The body damage would be 10 which will result in a +5 to the 2d6 roll for the location of impact.) Once the location of impact is determined, go to the “hit location” and determine the effects using the appropriate damage listing for how much damage the character took in the fall.
2d6 Roll Location Effect 2-3 Both Legs 2-4 Damage : 3 Rounds to Escape 6 Damage : 4 Rounds to Escape 8+ Damage : Broken Legs, No Escape 4-5 Right Leg 2-4 Damage : 3 Rounds to Escape 6 Damage : 4 Rounds to Escape 8+ Damage : Leg Broken, 5 Rounds to Escape 6-7 Left Leg 2-4 Damage : 3 Rounds to Escape 6 Damage : 4 Rounds to Escape 8+ Damage : Leg Broken, 5 Rounds to Escape 8-9 Right Arm 2-4 Damage : -2 Penalty to Attack 6 Damage : -4 Penalty to Attack 8+ Damage : Arm Shattered, arm useless 10-11 Left Arm 2-4 Damage : -2 Penalty to Attack 6 Damage : -4 Penalty to Attack 8+ Damage : Arm Shattered, arm useless 12+ Head/Vitals 2-4 Damage : Stunned for 1 round 6 Damage : Stunned for 2 rounds 8+ Damage : Stunned for 4 rounds
Shooting (Appropriate Firearm Skill)
Target TN Size of a Table 14 Size of a Char 20 Size of a Hat Box 26 Size of a Dinner Plate 32 Size of a Tin Can 38 Size of a Six Pence or Quarter 44
As with firing on a character, a moving target is more difficult to hit. Should either the target or attacker be moving, a +4 penalty to the TN is added. If both the attacker and target are in motion, a +8 penalty will be added. Environmental conditions might add or decrease the TN's. The GM/ST has the final say. If there is enough time for aiming, Sure Shot and Aiming may apply.
Generic Target Numbers
There are some TN's that a ST may have to make which aren't provided above. Any number of possible TN's may be necessary. Under these circumstances the ST will use the following basic guidelines in deciding the proper TN. They will use the charts above when calculating what is Easy, Moderate, Difficult and Almost Impossible are. The ST will decide which of the two charts to use below and how difficult the action would be based on the circumstances surrounding the character. This process will conclude with a precise TN produced by the ST in order for the player to attempt whichever feat they requested.
Statistic Roll Target Numbers (Body/Mind/Soul + 2d6)
Difficulty TN Routine 0-7 Easy 7-11 Tough 12-16 Challenging 17-21 Difficult 22-26 Nearly IMpossible 27+
Modifier or Statistic + Skill Roll Target Numbers (Mind/Body/Soul + Skill + 2d6 or Modifier + 2d6)
Difficulty TN Routine 0-13 Easy 13-17 Tough 18-23 Challenging 24-28 Difficult 29-33 Nearly IMpossible 34+
Modifier + Skill Target Numbers (Modifier + Skill + 2d6)
Difficulty TN Routine 0-17 Easy 18-24 Tough 25-31 Challenging 32-38 Difficult 39-45 Nearly IMpossible 46+
ST'd Scene Freezing Guidelines
Anyone at anytime has the right to freeze a ST'd Scene that they are involved in. The following are valid reasons for a player to freeze a ST'd Scene:
1) Must tend to real life, unable to remain on the computer (Dinner, School, Work etc.)
2) A player is a Host in Velvet Skies and is unable to get someone to fill in for their shift.
A ST may freeze the scene for an extended period of time for the following reasons:
1) The ST must attend real life (Dinner, School, Work etc.)
2) The ST is a Host in Velvet Skies and is unable to get someone to fill in for their shift.
3) The ST wishes to gather more knowledge that may be required for the scene, such as a SL that may affect the outcome or information that may be required for completion.
The following are reason's that a scene MUST be frozen, regardless of player or ST wishes:
1) A player is punted and does not return for 30 minutes
2) The scene has moved into the realm where a game master is required (Usually this involves SLs)
3) The scene requires a Story Line.
If a scene is frozen ALL players in the scene will be frozen for the entire time. No appeals to get out of the frozen scene will be honored.
A scene cannot be frozen because a player wishes to file an appeal. All appeals for the scene whether for the actual scene or OOC have to be filed after the completion of the scene. Leaving an ST scene because you disagree with ST calls or the way the scene has turned are not legitimate reasons to suspend an ST session or to freeze a scene. If you leave an ST scene because you do not wish to pursue the scene, disagree with the ST and/or scene or players involved, you will be subject to OOC charges with the possibility of having your CS revoked. These cases will be reviewed on a case by case basis.
Arrival of Players or NPC's to a Scene
At times players are brought into scenes that are not of the Law Enforcement nature. These players will all arrive in either one of two ways. The first way is on foot, the basic means of transportation for all humans. The other was is by horse or carriage.
Arriving on scene is defined as the time when the person is at a point where they can freely see a majority of the scene in question. The first round of their arrival on scene is limited to evaluation of the surrounding area and person's involved, no offensive physical actions may be taken this round, however they are allowed to dodge should they need to.
A person may -NOT- activate a mastery while driving their vehicle or running to the location as it requires concentration that cannot be achieved while doing another activity. Should a person decide to activate a mastery during their required arrival time then a round will be added to arrival time for every round taken from mastery activation.
A player arriving to a scene by foot may make an Athletics roll that can reduce the amount of time it takes them to run by half. The roll is 2d6+body+athletics Vs TN 25. This roll is only allowed when arriving on foot, and not when using a vehicle as means of arrival.
Arriving by foot – 6d2 (6 – 12 Rounds)
Ariving by horse – 4d2 (4 – 8 Rounds)
Arriving by Carriage (if unready) – 8d2 (8-16 Rounds)
Arriving by Carriage (if readied) – 3d2 (3-6 Rounds)
These times are only able to be used if the person attempting to join the scene is within a realistic location near the scene. Players across town or in their country Villa's will not be able to join a scene without some means of extremely rapid travel.
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