label.single — Modifier
Nom
Action
Instantanée
Étendue
Reflexe
<p><strong>Action:</strong> Extended and contested (each roll represents one turn of running)</p> <p>It’s inevitable that your character will chase someone (or more likely be chased) in his burgeoning experiences with the supernatural. He may interrupt a creature preying upon a hapless victim and race after the thing, or he may stumble upon a scene not meant for his eyes and suddenly he’s the hunted.</p> <p>A chase is a matter of endurance, reflexes and fleetness of foot. Roll Stamina + Athletics for each participant. This is not quite the conventional extended and contested task, however. Rolls are made for each participant in each stage (in each turn), but the quarry has a different goal than the pursuer. The number of successes that must be acquired for the quarry equals the pursuer’s Speed. So, if the pursuer has a Speed of 12, successes accumulated for the quarry must reach 12 for him to get away.</p> <p>The pursuer, however, does not seek to get away. His goal is much more specific: to stop the quarry from escaping. The number of successes that the pursuer needs is therefore different. He seeks to tally a number that equals or exceeds the quarry’s current total of successes at any point in the chase. If the pursuer gets that number, he catches up.</p> <p>The Speed trait of quarry and pursuer is also a factor in determining who is likely to get away or be caught. A human adult isn’t likely to catch a cheetah, for example, but a cheetah can probably catch a human adult. For every three points of difference between competitors’ Speed traits, the faster one gets a +1 bonus on chase rolls. Remainders are rounded down. So, if a pursuer has a Speed of 11 and a quarry has a Speed of 8, rolls made for the pursuer get a +1 bonus. If a pursuer has a Speed of 10 and a quarry has a Speed of 11, neither party gets a bonus (the difference between Speed traits is less than three and is rounded down).</p> <p><strong>Example:</strong> <em>Katla runs from a would-be attacker. She has 2 Stamina, 4 Athletics and a Speed of 9. The attacker has 3 Stamina, 1 Athletics and a Speed of 10. The difference between their Speed traits is not sufficient to give either a bonus (it’s less than three, so is rounded down to zero). Six dice are rolled for Katla, and a total of 10 successes must be accumulated for her to get away. Four dice are rolled for the attacker, but he need only accumulate a number of successes that equals or exceeds what Katla has in any turn. Thus, if she gets one success in the first turn and he gets one or more, he catches her right away. If by the fifth turn she has eight successes and he has four, and his total successes from turn to turn has never equaled or exceeded her total, she has always maintained the lead. If by seventh turn Katla has 10 successes and her pursuer has eight, she gets away. Her pursuer runs out of steam or stumbles.</em></p> <p>If the quarry of a chase has a head start, she gets a number of automatic successes at the beginning of the chase. Any successes rolled for her throughout the extended and contested task are added to that number from turn to turn, giving the quarry an advantage throughout. As a rule of thumb, a 10-yard head start is worth one automatic success. So, if Katla were 30 yards away from her assailant when the chase broke out, she would have a foundation of three successes on which to add her own throughout the chase. That bonus would make it all the harder for her pursuer to accumulate an equal or greater number than she has in any given turn.</p> <p>Negative modifiers to rolls due to hazardous terrain or dangerous conditions apply equally to opposing participants. A desperate escapee can even intentionally incur a negative modifier (leaping a hurdle or navigating a construction site) to force her pursuer to cope with the same conditions.</p> <p>All of a participant’s actions must be dedicated to running in a chase. If someone performs a different action in any turn, such as firing a gun, his Stamina + Athletics roll for that turn is forfeit. The character might even perform another action and travel his Speed, but he loses momentum in the race; he adds no successes to his total. Only a character who possesses a supernatural power or a special Merit might maintain a chase and be able to perform a separate action in a turn.</p> <p>The actual distance between quarry and pursuer at any point in a chase is based on the difference of total successes between them. Each success is worth about 10 yards. So, if Katla has six successes and her pursuer has two, she is 40 yards ahead.</p> <p>Of course, the Storyteller can set another standard for what the difference measures. If opponents race over broken, uneven ground, each success between them could represent only five yards or one yard. Or, if the chase occurs in wide-open spaces, each success between subjects could represent 20 yards.</p> <p>If a pursuer’s total successes ever equal or exceed a quarry’s in any given turn, the pursuer catches up. The race comes to an end. The pursuer is allowed one free action against the quarry, such as a charge maneuver. See “Charging,” p. 16 4. The quarry is fully aware of the threat, is not surprised and is entitled to her Defense. Initiative is rolled thereafter for both participants if combat breaks out.</p> <p>Note that a simple foot race in which competitors seek to be the first to cross a finish line is handled like a conventional extended and contested task. Successes for each participant are accumulated and all seek the same total number of successes. The first one to get that total is the winner.</p> <p>See “Catching V ehicles on Foot” on p. 71 for systems on chasing after and jumping aboard vehicles.</p> <p><strong>Roll Results</strong><br /> <strong>Dramatic Failure:</strong> The participant trips, falls or wipes out. He may suffer a Health point of bashing damage at the Storyteller’s discretion. The race is over.<br /> <strong>Failure:</strong> The participant gains no ground in the pursuit.<br /> <strong>Success:</strong> The participant gains some ground in the chase, whether fleeing or in pursuit.<br /> <strong>Exceptional Success:</strong> The participant gains a great deal of ground through a mixture of luck and capability.</p> <p><strong>Suggested Equipment:</strong> Athletic shoes (+1)</p> <p><strong>Possible Penalties:</strong> Bad weather (-1 to -3), debris (-1 to -3), difficult terrain (-1 to -5)</p>
contested.label
contested.text
important
type.label
type.vampire
Attribut
mental
Intelligence
Astuce
Resolution
physical
Force
Dextérité
Endurance
social
Présence
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Calme
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mental
Érudition
Informatique
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physical
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social
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Source
Livre
The World of Darkness
Antagonists
Armory
Armory Reloaded
Asylum
Book of Spirits
Changing Breeds
Chicago
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Dark Eras: The Wolf and the Raven
Dark Eras: Three Kingdoms of Darkness
Dogs of War
Dudes of Legend: How To Be Fucking Awesome
Ghost Stories
Glimpses of the Unknown
Immortals
Inferno
Innocents
Midnight Roads
Mirrors
Mirrors: Bleeding Edge
Mirrors: Infinite Macabre
Mysterious Places
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Reliquary
Second Sight
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Skinchangers
Tales from the 13th Precinct
Urban Legends
Mage: The Awakening
Adamantine Arrow
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Banishers
Boston Unveiled
Dark Eras: To the Strongest
Free Council
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Guardians of the Veil
Imperial Mysteries
Intruders: Encounters with the Abyss
Keys to the Supernal Tarot
Left-Hand Path
Legacies: the Ancient
Legacies: the Sublime
Mage Chronicler's Guide
Mage Noir
Mage Translation Guide
Magical Traditions
Mysterium
Night Horrors: Nameless and Accursed
Night Horrors: The Unbidden
Reign of the Exarchs
Sanctum & Sigil
Secrets of the Ruined Temple
Seers of the Throne
Signs of Sorcery
Silver Ladder
Summoners
Tome of the Mysteries
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Vampire: The Requiem
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Belial's Brood
Blood Sorcery: Sacraments and Blasphemies
Bloodlines: the Chosen
Bloodlines: the Hidden
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City of the Damned: New Orleans
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Invite Only
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Nosferatu: The Beast That Haunts the Blood
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Requiem Chroniclers Guide
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Requiem for Rome: Fall of the Camarilla
Rites of the Dragon
Strange, Dead Love
The Blood
The Danse Macabre
Vampire Translation Guide
Ventrue: Lords Over the Damned
VII
Page
Règles Maison
NOLA by Night — Vam
London Mysteries — Mag
Bufffalo's Dung — Vam
Teeth & Claws — Lou
Modifier
Supprimer Foot Chase
Confirmer
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