Dramatic Feats Charts

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Social Occasions and Intrigue
Cryptography Intelligence + Knowledge (Note #10) 8 Extended #10

Deception #11 Manipulation + Subterfuge

  1. 12 Resisted

Eloquence #11 Charisma + Expression 7 Standard Facedown #11 Charisma + Intimidation 8 Resisted, target’s Willpower Fake-Out #11 Manipulation + Streetwise

  1. 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

  1. 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

  1. 14 Resisted #15

Flight Dexterity + Flying or Jetpack

  1. 14 Standard

Piloting Dexterity or Wits + Pilot #14 Standard Pursuit Dexterity + transport method

  1. 14 Resisted #16; see Evasion

Riding Dexterity + Riding #14 Standard Sailing Wits + Crafts (Seamanship

Notes

  1. 1 = A variable difficulty is typically 6, but it may go up or down depending on circumstances.
  2. 2 = Intelligence can replace Perception, to reflect cunning.
  3. 3 = Watcher’s Perception + Awareness; could also be set by conditions – higher for light or open space, lower for

darkness or cover.

  1. 4 = Craft reflects the appropriate Trait; could also be Art or a Knowledge.
  2. 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).

  1. 6 = Depends upon system being hacked; for details, see extended computer rules in The Book of Secrets.
  2. 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.

  1. 8 = Research can be replaced by Streetwise (for dirt), Etiquette (high society), Computer (for computer searches), or

other appropriate Knowledge Traits (Esoterica, Investigation, etc.).

  1. 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.

  1. 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.

  1. 11 = Any Social Trait works; Charisma reflects force of personality, Manipulation is obvious, and Appearance lets

you use beauty to your advantage.

  1. 12 = Difficulty is observer’s Wits + Subterfuge.
  2. 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.

  1. 14 = Difficulties depend upon travel conditions, from 3 or 4 in calm conditions to 9 + threshold under hazardous

conditions.

  1. 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.

  1. 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.