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Arsonist: Scene 2b: The Tail
Arsonist: Scene 2b: The Tail
Driving
• [Dexterity/Wits + Drive]: A Drive roll isn’t needed to
Strength Feats Lift (lbs/kg)
1 Crush a beer can 40/20
steer a vehicle under normal circumstances, assuming your
2 Break a wooden chair 100/45
character has at least one dot in the Drive Skill. That said, bad
3 Break down a wooden door 250/115
weather, the vehicle’s speed, obstacles, and complex maneuvers
4 Break a wooden plank 400/180
can challenge even the most competent drivers. Specific
5 Break open a metal fire door 650/295
difficulties based on these circumstances are up to the Storyteller,
6 Throw a motorcycle 800/360
but should increase as the conditions become more hazardous.
7 Flip over a small car 900/410
For example, driving in heavy rain is +1 difficulty, but
8 Break a lead pipe 1000/455
going fast while also trying to lose pursuers increases the difficulty
9 Punch through a cement wall 1200/545
to +3. Similarly, maneuvering in heavy traffic is +1, but doing so
10 Rip open a steel drum 1500/680
at a breakneck pace while avoiding pursuit bumps the difficulty to
11 Punch through 1”/2.5 cm thick sheet metal 2000/910
+3. A failed roll indicates trouble, requiring an additional roll to
12 Break a metal lamp post 3000/1360
avoid crashing or losing control. Characters in control of a vehicle,
13 Throw a station wagon 4000/1815
and who have no dots in the Drive Skill, need a roll for almost
14 Throw a van 5000/2265
every change in course or procedure. On a botch, the vehicle may
15 Throw a truck 6000/2720
spin out of control or worse.
Because different cars handle differently — some are
designed for speed and handling while others are designed for Characters can work together to lift an object. This is a
safety — the following chart helps calculate the difficulty for any “teamwork roll” for which the secondary individual players roll
maneuver. Generally, for every 10 miles or 15 kilometers per hour separately and the successes add extra dice to the primary's die
over the safe driving speed of a vehicle, the difficulty of any pool. His successes resulting success or failure.
maneuver is increased by one. Exceedingly challenging stunts and Lifting is all or nothing — if you fail the roll, nothing
bad road conditions should also increase the difficulty accordingly. happens. At the Storyteller’s discretion, your character’s effective
The maximum number of dice a driver can have in her dice pool Strength may be raised if all she wants to do is drag something a
when driving is equal to the maneuver rating of the vehicle. short distance instead of pick it up. On a botch, your character may
Simply put, even the best driver will have more trouble with a pull a muscle or drop the object on her own foot.
dump truck than she will with a Ferrari.
Shadowing
• [Dexterity + Stealth, Wits +Drive]:
Shadowing someone requires that your character keep tabs on the
target without necessarily catching her — without being noticed.
At the Storyteller’s discretion, or if the target suspects she’s being
pursued, the target’s player can roll Perception + Alertness
whenever she has a chance to spot her tail (the Storyteller decides
when such an opportunity arises). The pursuer’s player opposes
this with a Dexterity + Stealth roll (or Wits + Drive, if the
shadower is in a vehicle). The difficulty for both rolls is typically
6, but can be modified by conditions (heavy crowds, empty streets,
etc.). The target must score at least one more success than her
shadow does to spot the tail; if she does, she may act accordingly.