Dramatic Feats Charts

From Ascension Sojourns
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Social Occasions and Intrigue
Cryptography Intelligence + Knowledge 8 Extended (See Note #10)
Deception #11 Manipulation + Subterfuge Difficulty is
observer’s Wits + Subterfuge.
Eloquence #11 Charisma + Expression 7 Standard
Facedown #11 Charisma + Intimidation 8 Resisted, target’s Willpower
Fake-Out #11 Manipulation + Streetwise #12 Standard
Gossip #11 Manipulation + Subterfuge 7 Standard
Impressing #11 Charisma + Etiquette (varies) Standard
Interpreting Perception + Empathy (varies) Standard
Interrogation #11 Manipulation + Intimidation 6 Resisted, target’s Willpower
Poisoning Dexterity + Streetwise #12 Standard
Seduction #11 Manipulation + Subterfuge or Seduction #12 Resisted, target’s Willpower
Spotting Sneak Perception + Stealth 8 Resisted; see Sneaking
Spotting Supernatural Perception + Awareness (varies) Standard
Torture #11 Manipulation + Torture 6 Resisted; see Resisting #13
Transportation Driving Dexterity + Drive #14 Standard
Evasion Dexterity + transport method #14 Resisted #15
Flight Dexterity + Flying or Jetpack #14 Standard
Piloting Dexterity or Wits + Pilot #14 Standard
Pursuit Dexterity + transport method #14 Resisted #16; see Evasion
Riding Dexterity + Riding #14 Standard
Sailing Wits + Crafts (Seamanship) #14 Standard

#1 = A variable difficulty is typically 6, but it may go up or down depending on circumstances.
#2 = Intelligence can replace Perception, to reflect cunning.
#3 = Watcher’s Perception + Awareness; could also be set by conditions – higher for light or open space, lower for darkness or cover.
#4 = Craft reflects the appropriate Trait; could also be Art or a Knowledge.
#5 = Or a Knowledge Trait related to the game. Could also be Manipulation + Intimidation (to bluff); Perception + Intuition (to read opponent); or Intelligence + Enigmas (to work out puzzle).
#6 = Depends upon system being hacked; for details, see extended computer rules in The Book of Secrets.<br> <nowiki>#7 = Manipulation could be replaced by Dexterity, Stamina, Charisma, or Appearance, depending on the type of performance. Expression, Intimidation, or Seduction could be used to compensate for lack of skill.
#8 = Research can be replaced by Streetwise (for dirt), Etiquette (high society), Computer (for computer searches), or other appropriate Knowledge Traits (Esoterica, Investigation, etc.).
#9 = Depends on how accessible the information is: 4 = widely available, 6 = normally accessible, 8 = hard to find, 9 + threshold = secret, classified, or assumed lost.
#10 = Knowledge reflects the Trait necessary to encode or decode the information. Typical code Traits include Esoterica (appropriate specialty), Science (appropriate discipline), or other fields. To crack a code without the appropriate information, you might use Computer (to access databases) at +3 difficulty and twice the normal successes needed; cracking code when you do have the information speeds the process considerably. Creating or cracking complex codes is an extended activity, with each roll reflecting one day, week, or month, depending on the code’s complexity. Many modern ciphers cannot be decoded without computers, and take days or weeks to unravel even then.
#11 = Any Social Trait works; Charisma reflects force of personality, Manipulation is obvious, and Appearance lets you use beauty to your advantage.
#12 = Difficulty is observer’s Wits + Subterfuge.
#13 = Torturer makes one roll per turn. Each scene of mental torture costs the victim one point of temporary Willpower. Each scene of physical torture costs the victim one health level of bashing or lethal damage (depends upon method; intense torment inflicts two health levels per scene). Intense or lethal torture reduces tormenter’s difficulty by -2. Botched roll gets false information, breaks target’s mind, or possibly kills target.
#14 = Difficulties depend upon travel conditions, from 3 or 4 in calm conditions to 9 + threshold under hazardous conditions.
#15 = Target may use Dexterity + Stealth on foot (Wits + Stealth to duck behind cover). Pursuer’s roll is resisted with Perception + Subterfuge, and the pursuers must win roll in order to find target.
#16 = Pursuer tries to equal or exceed target’s successes; target tries to evade pursuer. Target begins with a head start between one and four successes. (One success = 2 yards on foot, 10 yards in cars, 50 yards in large vehicles). Each success by pursuer eliminates one success from the target. If pursuer matches or exceeds target’s successes, pursuer catches up; if target more than doubles pursuer’s successes, target escapes.