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.
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]
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
- Short/Medium/Long = {Mega}Strength - Object(Size).
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