Physical Feats

These systems cover actions involving the three Physical Attributes (Strength, Dexterity and Stamina). These feats typically require a die roll.
Climbing
[Dexterity + Athletics]: When your character climbs an inclined surface (rocky slope, side of building), roll Dexterity + Athletics.
Climbing is typically an extended roll. For an average climb with available handholds and nominal complications, your character moves 10 feet for every success. The Storyteller adjusts this distance based on the climb's difficulty (easier: 15 feet per success; more difficult: five feet per success). The number of handholds, smoothness of the surface and, to a lesser extent, weather can all affect rate of travel. A short, difficult climb may have the same difficulty as a long, easy climb. The extended action lasts until you've accumulated enough successes to reach the desired height.
Driving
[Dexterity/Wits + Drive]: A Drive roll isn't needed to steer a vehicle under normal circumstances - assuming your character has at least one dot in the Drive Skill. Bad weather, the vehicle's speed, obstacles and complex maneuvers can challenge even the most competent drivers. Specific difficulties based on these circumstances are up to the Storyteller, but should increase as the conditions become more hazardous.
For example, driving in heavy rain is +1 difficulty, but going fast while also trying to lose pursuers increases the difficulty to +3. Similarly, maneuvering in heavy traffic is +1, but adding a breakneck pace while avoiding pursuit bumps the difficulty to +3. A failed roll indicates trouble, requiring an additional roll to avoid crashing or losing control.
Characters in control of a vehicle, and who have no dots in the appropriate Ability, need a roll for almost every change in course or procedure. On a botch, the vehicle may spin out of control or worse. Because different cars handle differently - some are designed for speed and handling while others are designed for safety - a chart is provided to help calculate the difficulty for any maneuver.
Generally, for every 10 miles over the safe driving speed of a vehicle, the difficulty of any maneuver is increased by one. Exceedingly challenging stunts and bad road conditions should also increase the difficulty accordingly.
The maximum number of dice a driver can have in her dice pool when driving is equal to the maneuver rating of the vehicle. Simply put, even the best driver will have more trouble with a dump truck than she will with a Ferrari.
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 6
Compact 70 130 6
Sports Compact 100 140 7
Sports 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 6
Formula One Racer 140 240 10

Hazard Difficulty Modifier
Heavy Traffic +1
Bad Weather (severe thunderstorm) +1
Severe Weather (hurricane, blizzard +2
Poor Road (only if going faster than 20 mph) +1
Off-Road +2
Encumbrance
[Strength]: The temptation to carry loads of equipment to satisfy every situation can be overwhelming. The Storyteller should make life difficult for players whose characters pack arsenals everywhere they go. A character can carry/totel of 25 pounds per point of Strength without penalty. Should a character exceed this total, every action involving physical skills incurs an automatic +1 difficulty due to the added weight. Also, every 25 pounds over the allocation halves the character's base movement. A character bearing a total weight of double her Strength allocation can't move.
This system is a guideline, and should not call for an inventory check every time your character picks up a pen.
Intrusion
[Dexterity/Perception/Intelligence + Security/Technology]: Intrusion covers breaking and entering, evading security devices, picking locks, cracking safes - and preventing others from doing the same. When bypassing active security, your roll must succeed on the first attempt; failure activates any alarms present (opening manual locks may be attempted multiple times, though). Intrusion rolls can range from 5 [standard lock] to 10 [Fort Knox], depending on a security system's complexity (the Storyteller decides the actual difficulty). Certain tasks might require a minimum level of Security Skill for the character to have any chance of succeeding (e.g., Security 1 might let you pick a simple lock, but not crack a safe). Also, most intrusion tasks require lock picks or other appropriate tools. On a botch, the character's clumsy break-in attempt goes horribly awry. Setting up security measures is a standard action, but multiple successes achieved in the effort increase the system's quality (essentially adding to its difficulty to be breached).
Locks Difficulty
Briefcase or Old Car 4
Modern Car or House 5
Deadbolts & Wall Safes 6
Corporate Keypads or Card-swipes 7
Bank Vault, Top Secret Keypads or Card-swipes 8
High Security Voice or Retina Print 9
Fort Knox or the NSA Weapons Lab 10
Jumping
[Strength or Strength + Athletics for a running jump]: Typically, jump rolls are made versus a difficulty of 3. Each success on a jump roll launches your character two feet vertically or four feet horizontally. To jump successfully, a character must clear more distance than the distance between her and her destination. On a failure, the character fails to clearthe required distance, but the player may make a Dexterity + Athletics roll (typically versus difficulty 6) to allow the character to grab onto a ledge or other safety as she falls. On a botch, your character may trip over her own feet, leap right into a wall or fall to her doom. If the player makes a Perception + Athletics roll (difficulty 6, three successes required) before attempting a jump, he may gauge exactly how many successes are needed to make the leap
Lifting/Breaking
[Strength]: The chart below provides the minimum Strength needed to deadlift or break various weights without a die roll. Characters of lower Strength may roll to affect heavier weights than their Strength scores allow for. 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.
Strength Feats Lift
1 Crush a beer can 40lbs
2 Break a wooden chair 100lbs
3 Break down a wooden door 250lbs
4 Break a 2'x4' board 400lbs
5 Break open a metal fire door 650lbs
6 Throw a motorcycle 800lbs
7 Flip over a small car 900lbs
8 Break a 3' lead pipe 1000lbs
9 Punch through a cement wall 1220lbs
10 Rip open a steel drum 1500lbs
11 Punch through 1" sheet metal 2000lbs
12 Break a metal lamp post 3000lbs
13 Throw a station wagon 4000lbs
14 Throw a van 5000lbs
15 Throw a truck 6000lbs

Characters can work together to lift an object. This is simply a teamwork roll with the individual players rolling separately and combining any resulting successes. Lifting is all or nothing - if you fail the roll, nothing happens. At the Storyteller's discretion, your character's effective Strength may be raised if all she wants to do is drag something a short distance instead of pick it up. On a botch, your character may strain something or drop the object on her own foot.
Opening/Closing
[Strength]: Opening a door with brute force calls for a Strength roll (difficulty 6 to 8, depending on the material of the door). A standard interior door requires only one success to bash open or slam shut. A reinforced door generally takes five successes. A vault door might take 10 or more successes. These successes may be handled as an extended action. While teamwork is possible (and recommended), a door can still be forced open through a single individual's repeated hammering. Obviously, a door not held in some way can be opened without resorting to force. A botch causes a health level of normal damage to your character's shoulder. Certain doors (metal vault doors and the like) may require a Strength minimum even to make an attempt.
Pursuit
[Dexterity + Athletics/Drive]: Generally, pursuit can be resolved automatically by using the formulas for calculating movement if one party is clearly faster than another is, the faster party catches or avoids the slower party eventually. However, if two characters are of equal or nearly equal speed, or if one character is slower but might lose the faster character or make it to safety before she catches him, use the system below. Basic pursuit is an extended action. The target starts with a number of free extra successes based on his distance from the pursuer. This breaks down as follows: on foot, one for every two yards ahead of pursuers; in vehicles, one for every 10 yards ahead of pursuers. The target and pursuers make the appropriate roll (depending on the type of pursuit) each turn, adding new successes to any successes rolled in previous turns. When the pursuer accumulates more total successes than the target has, she catches up and may take further actions to stop the chase. As the target accumulates successes, he gains distance from his pursuers and may use that lead to lose his opponents. Each success that the quarry accumulates beyond the pursuer's total acts as a +1 difficulty to any Perception roll a pursuer has to make to remain on the target's tail. The Storyteller may call for the pursuer to make a Perception roll at any time (although not more than once each turn). If the pursuer fails this roll, her target is considered to have slipped away (into the crowd, into a side street). On a botch, the pursuer loses her quarry immediately. If the quarry botches, he stumbles or ends up at a dead end.
Shadowing
[Dexterity + Stealth/Drive]: Shadowing someone requires that your character keep tabs on the target without necessarily catching her - and while not being noticed by her! The target's player can roll Perception + Alertness whenever she has a chance to spot her tail (the Storyteller decides when such an opportunity arises); the pursuer's player opposes this with a Dexterity + Stealth roll (or Dexterity + Drive, if the shadower is in a vehicle). The difficulty for both rolls is typically 6, but can be modified up or down by conditions (heavy crowds, empty streets, etc.). The target must score at least one more success than her shadow does to spot the tail; if so, she may act accordingly. Shadowers who have trained together can combine their separate rolls into one success total.
Sleight of Hand
[Dexterity + Stealth]: While placing a tiny bug on someone is relatively simple, picking someone's pocket or planting a larger object on someone is considerably more difficult. The procedure is identical for all such larceny, though. Typically, a resisted roll is in order, pitting the rogue's Dexterity + Stealth against the subject's Perception + Alertness, with a difficulty of 6 on both sides. Increase the difficulty by one to place or remove the object if it is the size of a wallet or even a pocket watch. The difficulty of the target noticing this intrusion decreases by one as well. Afterward, any causal examination of the pocket will normally turn up the absence of an expected item, or the presence of an unfamiliar one. However, the target will not be aware of how the item came to be added or removed. Failure simply indicates that the character didn't manage to plant or steal the item in question, and it adds the usual successive attempt penalty if the character tries again. A botch results in being caught in the act.
Sneaking
[Dexterity + Stealth]: Rather than fight through every situation, your character can use stealth and cunning. A sneaking character uses Dexterity + Stealth as a resisted action against Perception + Alertness rolls from anyone able to detect her passing. The difficulty of both rolls is typically 6. Unless observers score more successes than the sneaking character does, she passes undetected. Noise, unsecured gear, lack of cover or large groups of observers can increase Stealth difficulty. Security devices, scanners or superior vantage points may add dice to Perception + Alertness rolls. On a botch, the character stumbles into one of the people she's avoiding, accidentally walks into the open, or performs some other obvious act.
Stealing
[Dexterity + Stealth, Perception + Streetwise]: Whether a mage needs a computer disk off of an enemy's desk, or simply a can of food from a convenience store, stealing can be a remarkably useful activity — as long as the character doesn't get caught. To steal an object, roll Dexterity + Stealth in a resisted roll against any observers' Perception + Alertness. The difficulty of both rolls is based on the size of the object and the degree of distraction. See the rules for placing bugs (under "Surveillance") for further information. The use of bulky clothing and similar tricks can reduce the difficulty by up to two points. Failure means the theft is detected, and a botch means that it is obvious even to those who were not watching for it. A successful Perception + Streetwise roll (difficulty 8) allows the character to determine in advance both the difficulty of this task and the relative alertness of any potential observers.
Swimming
[Stamina + Athletics]: Assuming your character can swim at all (being able to do so requires one dot of Athletics), long-distance or long-duration swimming requires successful swimming rolls versus a difficulty determined by water conditions. After all, although vampires can't drown, they are corpses and thus have little buoyancy. The first roll is necessary only after the first hour of sustained activity; only one success is needed. If a roll fails, the character loses ground - perhaps pulled out other way by a current. If a roll botches, she starts to sink, or perhaps stumbles upon a less-than-finicky shark.
Throwing
[Dexterity + Athletics]: Objects (grenades, knives) with a mass of three pounds or less can be thrown a distance of Strength x 5 in yards. For every additional two pounds of mass that an object has, this distance decreases by five yards (particularly heavy objects don't go very far). As long as the object's mass doesn't reduce throwing distance to zero, your character can pick up and throw it. If an object can be lifted, but its mass reduces throwing distance to zero, the object can be hurled aside at best - about one yard's distance. Obviously, if an object can't be lifted, it can't be thrown at all The Storyteller may reduce throwing distances for particularly unwieldy objects or increase them for aerodynamic ones. Throwing an object with any degree of accuracy requires a Dexterity + Athletics roll versus difficulty 6 (to half maximum range) or 7 (half maximum to maximum range). This difficulty can be adjusted for wind conditions and other variables at the Storyteller's whim. On a botch, your character may drop the object or strike a companion with it.
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