Climbing

  • Easy Movement Rate: 15 Feet/Success
  • Normal Movement Rate: 10 Feet/Success
  • Difficult Movement Rate: 5 Feet/Success
  • Normal Dice Pool
    • Dice Pool: [Dexterity + Athletics]
    • Auto-Successes: [Mega-Dexterity]
  • Alternative Dice Pool
    • Dice Pool: [Strength + Athletics]
    • Auto-Successes: [Mega-Strength]

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.

In certain circumstances (i.e if a Mega-Strong Nova is using brute strength to climb) the dice pool for climbing is (Mega-Strength + Athletics).

Driving

  • Normal Dice Pool
    • Dice Pool: [Dexterity + Drive + Handling]
    • Auto-Successes: [Mega-Dexterity]
  • Alternative Dice Pool
    • Dice Pool: [Wits + Drive + Handling]
    • Auto-Successes: [Mega-Wits]

There's no roll to drive is required under normal circumstances, as long as your a dot in the Drive ability. In adverse conditions a roll is required, and the Difficulty is based on the severity of those conditions.

List of Example Adverse Conditions
Example Adverse Condition Roll Difficulty
Blizzard +3 Difficulty
Heavy Fog +2 Difficulty
Heavy Traffic +3 Difficulty
Light Fog +1 Difficulty
Light Snow +1 Difficulty
Medium Traffic +2 Difficulty
Sheet Ice +3 Difficulty
Torrential Downpour +2 Difficulty
Wet or Slippery Road +1 Difficulty

Please refer to the Vehicles page for handling of all vehicles.

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.

Falling (Good luck...)

Many Mega-Strong and flight capable Novas have had the privilege of being able to see themselves hurdle towards earth in a blaze of glory. The only difference is that one of those groups survived to do it again. In any case, barring they land on their feet, a Nova won't take damage unless they fall from a height at least equal to half their standing jump.

Distance From Ground Turns Before Impact Velocity on Impact Damage
2 Meters / 6 Feet 0 Turns 14 mph 1D10B
3 Meters / 9 Feet 0 Turns 18 mph (Parachute) 2D10B + 1B
5 Meters / 15 Feet 0 Turns 22 mph 3D10B + 1B
7 Meters / 21 Feet 0 Turns 26 mph 4D10B + 2B
10 Meters / 30 Feet 0 Turns 30 mph 5D10B + 2B
14 Meter / 52 Feet 0 Turns 36 mph 6D10B + 3B
20 Meters / 60 Feet 0 Turns 40 mph 7D10B + 3B
28 Meters / 84 Feet 0 Turns 45 mph 8D10B + 4B
34 Meters / 102 Feet 1 Turn 52 mph 9D10B + 4B
42 Meters / 138 Feet 1 Turn 61 mph 10D10B + 5B
60 Meters / 200 Feet 1 Turn 78 mph 11D10B + 5B + 1L
100 Meters / 325 Feet 2 Turns 90 mph 12D10B + 6B + 1L
200 Meters / 650 Feet 2 Turns 104 mph 13D10B + 6B + 2L
300 Meters / 1000 Feet 3 Turns 110 mph 14D10B + 7B + 2L
325 Meters / 1050 Feet 3 Turns 112 mph 15D10B + 7B + 3L
350 Meters / 1138 Feet 3 Turns 114 mph 16D10B + 8B + 3L
375 Meters / 1225 Feet 4 Turns 116 mph 17D10B + 8B + 4L
400 Meters / 1312 Feet 4 Turns 118 mph 18D10B + 9B + 4L
425 Meters / 1400 Feet 4 Turns 120 mph 19D10B + 9B + 5L
450 Meters / 1500 Feet 5 Turns 122 mph (T.Velocity) 20D10B + 10B + 5L
600 Meters / 2000 Feet 6 Turns 122 mph (T.Velocity) 20D10B + 10B + 5L
750 Meters / 2500 Feet 7 Turns 122 mph (T.Velocity) 20D10B + 10B + 5L
900 Meters / 3000 Feet 8 Turns 122 mph (T.Velocity) 20D10B + 10B + 5L
1050 Meters / 3500 Feet 9 Turns 122 mph (T.Velocity) 20D10B + 10B + 5L
1200 Meters / 4000 Feet 10 Turns 122 mph (T.Velocity) 20D10B + 10B + 5L

Intrusion

  • Mechanical Dice Pool
    • Dice Pool: [Dexterity + Larceny]
    • Auto-Successes: [Mega-Dexterity]
  • Electronic Dice Pool
    • Dice Pool: [Intelligence + Larceny]
    • Auto-Successes: [Mega-Wits]

List of Example Lock Difficulties
Example Mechanical/Electronic Lock Roll Difficulty
Bypassing ID Scanner +5 Difficulty
Disarming Home Security System +3 Difficulty
Unlocking Standard Pad-lock +1 Difficulty

Setting up a single security measure on a specific target (like a door or window) requires an [Intelligence + Larceny] roll. A single success creates a measure of +1 Difficulty to bypass. Each success thereafter increases the difficulty to bypass the measure by +1 Difficulty. 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.

In many cases Intrusion is an extended roll.

Jumping

  • Normal Dice Pool
    • Dice Pool: [Strength + Athletics]
    • Auto-Successes: [Mega-Strength]
  • Alternative Dice Pool
    • Dice Pool: [Dexterity + Athletics]
    • Auto-Successes: [Mega-Strength]

In most circumstance a character does need to roll to make small jumps, however "small" is relative to the capabilities of the individual characters, and is at the Storytellers discretion.

Ability Vertical Distance Multiplier Horizontal Distance Multiplier
Baseline 2 Vertical Feet 4 Horizontal Feet
Mega-Dexterity x2 Vertical Distance x2 Horizontal Distance
Vast Speed x1 Vertical Distance x2 Horizontal Distance
Exponential Speed x1 Vertical Distance x2 Horizontal Distance
Mega-Strength x2 Vertical Distance x2 Horizontal Distance
Quantum Leap x16 Vertical Distance x32 Horizontal Distance

Lifting, Breaking, and Encumbrance-+

Strength Feats (Baseline) Lift (Baseline) Lift (Nova) Encumbrance
1 Crush a beer can 40 lbs. 40 lbs. 25 lbs.
2 Break a wooden chair 100 lbs. 100 lbs. 50 lbs.
3 Break down a wooden door 250 lbs. 250 lbs. 75 lbs.
4 Break a 2' x4' board 400 lbs. 400 lbs. 100 lbs.
5 Break open a metal fire door 650 lbs. 650 lbs. 150 lbs.
6 Throw a motorcycle 800 lbs. 800 lbs. 200 lbs.
7 Flip over a small car 900 lbs. 1,100 lbs. 300 lbs.
8 Break a 3' lead pipe 1,000 lbs. 1,500 lbs. 400 lbs.
9 Punch through a cement wall 1,220 lbs. 2,000 lbs. 500 lbs.
10 Rip open a steel drum 1,500 lbs. 2,500 lbs. 600 lbs.
11 Punch through 1" sheet metal 2,000 lbs. 3,000 lbs. 800 lbs.
12 Break a metal lamp post 3,000 lbs. 4,000 lbs. 1000 lbs.
13 Throw a station wagon 4,000 lbs. 5,500 lbs. 1,250 lbs.
14 Throw a van 5,000 lbs. 7,500 lbs. 1,500 lbs.
15 Throw a truck 6,000 lbs. 10,000 lbs. 2,000 lbs.
16 <none> <none> 13,000 lbs. 3,000 lbs.
17 <none> <none> 17,500 lbs. 4,000 lbs.
18 <none> <none> 23,500 lbs. 5,000 lbs.
19 <none> <none> 32,000 lbs. 7,000 lbs.
20 <none> <none> 44,000 lbs. 10,000 lbs.
21 <none> <none> 60,000 lbs. 15,000 lbs.
22 <none> <none> 84,000 lbs. 20,000 lbs.
23 <none> <none> 118,000 lbs. 30,000 lbs.
24 <none> <none> 169,000 lbs. 40,000 lbs.
25 <none> <none> 242,000 lbs. 50,000 lbs.
26 <none> <none> 351,000 lbs. 70,000 lbs.
27 <none> <none> 515,000 lbs. 100,000 lbs.
28 <none> <none> 764,000 lbs. 150,000 lbs.
29 <none> <none> 1,150,000 lbs. 200,000 lbs.
30 <none> <none> 1,750,000 lbs. 300,000 lbs.

Movement

Speed In-combat (Human) In-combat (Nova) Out-combat (Human) Out-combat

(Nova)

1 1 meters/turn <none> 3 kph / 1.86 mph 4 kph / 2 mph
2 2 meters/turn 2 meters/turn 6 kph / 3.72 mph 7 kph / 4 mph
3 3 meters/turn 3 meters/turn 9 kph / 5.58 mph 11 kph / 7 mph
4 4 meters/turn 4 meters/turn 12 kph / 7.44 mph 15 kph / 9 mph
5 5 meters/turn 6 meters/turn 15 kph / 9.30 mph 20 kph / 12 mph
6 6 meters/turn 7 meters/turn 18 kph / 11.16 mph 25 kph / 16 mph
7 7 meters/turn 9 meters/turn 21 kph / 13.02 mph 32 kph / 20 mph
8 8 meters/turn 11 meters/turn 24 kph / 14.88 mph 39 kph / 24 mph
9 9 meters/turn 13 meters/turn 27 kph / 16.74 mph 47 kph / 29 mph
10 10 meters/turn 16 meters/turn 30 kph / 18.60 mph 58 kph / 36 mph
11 11 meters/turn 19 meters/turn 33 kph / 20.46 mph 70 kph / 43 mph
12 12 meters/turn 23 meters/turn 36 kph / 22.32 mph 84 kph / 52 mph
13 13 meters/turn 28 meters/turn 39 kph / 24.18 mph 102 kph / 64 mph
14 14 meters/turn 35 meters/turn 42 kph / 26.04 mph 125 kph / 77 mph
15 15 meters/turn 42 meters/turn 45 kph / 27.90 mph 152 kph / 95 mph
16 16 meters/turn 52 meters/turn 48 kph / 29.76 mph 187 kph / 116 mph
17 17 meters/turn 64 meters/turn 51 kph / 31.62 mph 232 kph / 144 mph
18 18 meters/turn 80 meters/turn 54 kph / 33.48 mph 289 kph / 180 mph
19 19 meters/turn 101 meters/turn 57 kph / 52.34 mph 364 kph / 226 mph
20 20 meters/turn 128 meters/turn 60 kph / 37.20 mph 462 kph / 287 mph
21 21 meters/turn 165 meters/turn 63 kph / 39.06 mph 592 kph / 368 mph
22 22 meters/turn 213 meters/turn 66 kph / 40.92 mph 768 kph / 477 mph
23 23 meters/turn 280 meters/turn 69 kph / 42.78 mph 1,008 kph / 626 mph
24 24 meters/turn 372 meters/turn 72 kph / 44.64 mph 1,340 kph / 832 mph
25 25 meters/turn 501 meters/turn 75 kph / 46.5 mph 1,805 kph / 1,121 mph
26 26 meters/turn 685 meters/turn 78 kph / 48.36 mph 2,466 kph / 1,531 mph
27 27 meters/turn 951 meters/turn 81 kph / 50.22 mph 3,422 kph / 2,125 mph
28 28 meters/turn 1340 meters/turn 84 kph / 53.94 mph 4,825 kph / 2,996 mph
29 29 meters/turn 1922 meters/turn 87 kph / 55.80 mph 6,919 kph / 4,297 mph
30 30 meters/turn 2806 meters/turn 90 kph / 57.66 mph 10,102 kph / 6,273 mph

Pursuit

  • Foot Chase
    • Dice Pool: [Speed]
    • Opposed Pool: [Speed]
  • Vehicle Chase
    • Die Pool: [Dexterity + Drive + Handling] or [Wits + Drive + Handling]
    • Auto Success: [Mega-Dexterity] or [Mega-Wits]
    • Opposed Pool: [Dexterity + Drive + Handling] or [Wits + Drive + Handling]
    • Opposed Auto-Successes: [Mega-Dexterity] or [Mega-Wits]

Foot Chase

Target starts with an Automatic Successes for every 10 feet from the pursuer. If there's more than a 50% difference in character speed it's assumed the faster character will eventually win. Different races will tire at different paces.

Race Rate of Tire
Baselines 5 Minutes per point Stamina
Garou 7 Minutes per point of Stamina
Lupus 1 Hour per point of Stamina
Mages 5 Minutes per point of Stamina
Eximorphs 1 Hour per point of Mega-Stamina
Paramorphs 6 Minutes per point of Stamina
Psychomorphs 6 Minutes per point of Stamina
Vampires Vampires never tire

If the pursuer’s successes overtake the amount of successes the quarry has, the chase is over. A {Mega}Wits + {Mega}Composure roll may be called to catch sight of the quarry at a +1 Difficulty. The number of success required for the Quarry to get away is an amount over the the pursuers and is determined by the environment.

Environment Environmental Modifier
Bustling City +2 Difficulty
Darkness +3 Difficulty
Dense Forest +7 Difficulty
Empty Field +15 Difficulty
Endless Void +20 Difficulty
Suburbs +7 Difficulty
Warehouse +5 Difficulty

Vehicle Pursuit

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.

Shadowing

  • Foot Shadowing
    • Dice Pool: [Dexterity + Stealth]
    • Auto-Successes: [Mega-Dexterity]
    • Opposed Pool: [Wits + Composure]
    • Opposed Auto-Successes: [Mega-Wits]
  • Vehicle Shadowing
    • Dice Pool: [Dexterity + Drive]
    • Auto-Successes: [Mega-Dexterity]
    • Opposed Pool: [Wits + Composure]
    • Opposed Auto-Successes: [Mega-Wits]

Shadowing is a characters attempt at following another character without detection. 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 {Mega}Intelligence + {Mega}Composure roll to notice shadowers that keeps showing up nearby.

Foot Shadowing

Environment Environmental Modifier
Acute Sense +2 Detection Difficulty
Bustling City +3 Detection Difficulty
Darkness -2 Detection Difficulty
Empty Road -1 Detection Difficulty
Long-Distance +2 Detection Difficulty
Night Vision +1 Detection Difficulty
Paranoia -2 Detection Difficulty

Vehicle Shadowing

Environment Environmental Modifier
Acute Sense +2 Detection Difficulty
Bustling City +3 Detection Difficulty
Darkness -2 Detection Difficulty
Empty Road -1 Detection Difficulty
Long-Distance +2 Detection Difficulty
Night Vision +1 Detection Difficulty
Paranoia -2 Detection Difficulty

Sleight of Hand (Opposed Roll)

  • Vehicle Shadowing
    • Dice Pool: [Dexterity + Stealth]
    • Auto-Successes: [Mega-Dexterity]
    • Opposed Pool: [Wits + Composure]
    • Opposed Auto-Successes: [Mega-Wits]

{Mega}Dexterity + Stealth vs {Mega}Wits + {Mega}Composure 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.

Sneaking (Opposed Roll)

{Mega}Dexterity + Stealth vs {Mega}Wits + {Mega}Composure This system allows characters to go unnoticed while in relatively close proximity to other people. A character can't sneak while in plain sight.

Stealing (Opposed Roll)

{Mega}Dexterity + Stealth vs {Mega}Wits + {Mega}Composure This system is used for stealing items either in plain sight or in the presence security systems. Failure on the roll means your character was unable to steal the item of their interest or nearby people are vaguely aware that you've done something you shouldn't. A botch indicates that your character was caught in the act. Bulky clothing may reduce difficulty by 2 while good lighting and alerted witnesses may increase it.

Swimming

{Mega}Stamina + Athletics. Any character with one or more dots in Athletics knows how to swim. Different modifiers are applied based on the conditions of the water and what the character is attempting to do. Roll {Mega}Stamina + Athletics every hour to stay afloat. Roll {Mega}Stamina + Athletics every 15 minutes when attempting to distance swim.

Failure indicates that the character flounders while a botch indicates that the character sinks and starts taking suffocation damage. The amount of distance a character covers per turn is roughly one quarter of movement speed. Most Novas with Mega-Stamina can hold their breath for hours on end, so aren't at risk of drowning, but they can still have problem staying afloat and run the risk of tiring out.

Environment Environmental Modifier
Extremely Salty -2 Difficulty
Frigid Water +2 Difficulty
High Waves +3 Difficulty
Kiddie Pool +0 Difficulty
Life-preserver -2 Difficulty
Low Waves +1 Difficulty
Medium Waves +2 Difficulty
Open Water +2 Difficulty
Salt Water -1 Difficulty
Sub-Zero Water +3 Modifier
Swimming Pool +1 Difficulty
Torrential Downpour +2 Difficulty
Tsunami +4 Difficulty
Water-wings -1 Difficulty

Throwing

The base distance on most throws is the {Mega}Strength - Object(Size) times a number of feet based on the type of throw, see below. Just throwing an object requires no roll, unless you're trying throw beyond your normal capabilities. When rolling to increase the distance of a throw roll the formula for the base calculation and add athletics.

Attack rolls work a little bit different than rolls for distance. The short/medium/long distance for a throw is dependent {Mega}Strength and the Object(Size). The maximum range, or long distance cap, on an attack throw is less than that of a distance throw. It's logical to think that if someone is throwing something as hard as they can they've given up some of their ability to decide where or who it's going to hit. Distance penalties apply the same as for ranged weaponry.

Extremely Light Throwing(Size 0)

Used when throwing an object of negligible size i.e coins, marbles, bullets...

  • Base Distance Throw = ({Mega}Dexterity + Athletics) * 50 Feet
    • Base Distance Throw = ({Mega}Dexterity + Athletics) * 50 Feet

Light Throwing(Size 1-3)

  • Base Distance Throw = ({Mega}Strength - Object(Size)) * 30 Feet
    • Extend Distance = Roll ({Mega}Strength - Object(Size) Athletics) * 30 Additional Feet
  • Attack Throw = ({Mega}Dexterity + Athletics) - Target's (Defense and Armor)
    • Short/Medium/Long = {Mega}Strength - Object(Size).
      • Short Range: Difference * 5 ft
      • Medium Range: Difference * 10 ft
      • Long Range: Difference * 20 ft

Heavy Throwing(Size 4+)

Many Mega-Strong Novas don't like to waste time fighting in hand-to-hand combat and prefer eliminate their target with a well placed sedan to the forehead. For Mega-Strong Novas the Heavy Throwing scales is exponential as the chart below.

  • Base Distance Throw = ({Mega}Strength - Object(Size)) * 10 Feet
    • Extend Distance = Roll ({Mega}Strength - Object(Size) + Athletics)
Successes Distance Successes Distance Successes Distance
1 10ft | 11 385ft | 21 1250ft
2 25ft | 12 440ft | 22 1365ft
3 45ft | 13 510ft | 23 1485ft
4 70ft | 14 585ft | 24 1610ft
5 100ft | 15 665ft | 25 1730ft
6 135ft | 16 750ft | 26 1855ft
7 175ft | 17 840ft | 27 1985ft
8 220ft | 18 935ft | 28 2120ft
9 270ft | 19 1035ft | 29 2260ft
10 325ft | 20 1140ft | 30 2405ft
  • Attack Roll = {Mega}Strength + Object(Size) + Athletics - Target(Defense and Armor)
    • Short/Medium/Long Range Determined by Mega-Strength minus Object Size.
    • Short Range: Difference * 2 ft
    • Medium Range: Difference * 5 ft
    • Long Range: Difference * 10 ft
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