Actions

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Revision as of 18:01, 23 April 2022

Actions

Instant: Takes one round of time to perform
Reflexive: Takes no effort or time, rolled when called for
Contested: When two go after one goal
Extended: When attempting a long and/or complex task
Resisted: When an action is resisted
(p. 69 Chronicles of Darkness)

Attribute Tasks

When doing something that does not require a particular Skill, combine two Attributes together. Common uses include:
Remembering something specific (Intelligence + Composure)
Perception (Wits + Composure)
Meditation (Wits + Composure, extended, four successes)
Holding in your lunch (Resolve + Stamina)
Suffering a breaking point (Resolve + Composure)
Lifting something heavy (Strength + Stamina)
(p. 69 Chronicles of Darkness)

Clues

stuff

Combat

stuff

Conditions

stuff

Integrity

stuff

Rolling Dice

To build a dice pool, add together the following ratings on your sheet:
Attribute + Skill(.Specialty - optional) + Modifiers
Skills suffer a penalty to use if character has no dice in them, -3 for Mental skills, -1 for Physical/Social.
Specialties apply if relevant to the roll, ST decides. Specialties stack up to +3.
Modifiers apply from Conditions or as the ST decides, max out at +5/-5.
If modifiers reduce dice pools to 0, roll a chance die. Chance dice only succeed on a roll of 10, but can explode repeatedly on 10.

RESULTS

Success: Works as planned.
Failure: Complications. May take a beat to downgrade to dramatic failure.
Exceptional Success (5+): Better than planned, gain Inspired or Informed Condition related to roll.
Dramatic Failure (1 on chance die): More severe complications, take a beat.
(p. 68-69 Chronicles of Darkness)

Social Combat (Doors)

stuff

Tilts

stuff

Time

Adapted for MUSH play
Turn: About three seconds
Scene: Up to three hours
Chapter: One day
Story: One week

Willpower

stuff