Automatic Feats

Unlike reflexives, Automatic Feats use up your character's actions, but they don't require dice rolls. They take time and demand a moment of your character's attention. however, because of their general ease, rolling dice would be superfluous to determine success. Your character has no trouble accomplishing the following actions under normal circumstances.

  • Getting to Your Feet:

Your character may rise to his feet from the ground or from a seated position without a roll as long as he's not hindered from doing so. In situations where it matters, rising takes one turn and is considered a full action. If your character attempts another action at the same time such as firing a weapon, the multiple action rule applies (See Multiple Actions). Dexterity + Athletics (difficulty 4) is used under the Multiple Actions system to stand successfully.

  • Movement:

Your character may choose to walk, jog or run. Simply walking, he moves seven yards in one turn. When jogging, he moves (12 + Dexterity) yards per turn, and when running at full speed he moves (20 + [3 x Dexterity]) yards per turn. Your character may move up to half maximum running speed and then take another action that turn. Although this is not considered a multiple action, the Storyteller may impose a penalty to the action's difficulty number or to your dice pool. On the other hand, if your character moves while attempting a second action, such as crossing a room while shooting his crossbow, each yard covered subtracts one from the other action's dice pool. Injured characters cannot, of course, move at maximum speed.

  • Readying Weapon:

Whether your character draws a knife or reloads his gun, he must spend a turn arming himself. Doing so usually requires no roll, although your Storyteller may request one under certain circumstances. If your character readies his weapon in conjunction with another action, your Storyteller may ask you to reduce your dice pool for the other action (See Multiple Actions)) and roll Dexterity + Melee or Firearms (difficulty 4) for the readying attempt.

  • Starting Car:

It takes a turn to start a car and certain situations may make this more difficult, thus requiring a dice roll. We've all screamed at the movie screen when someone panics during effort to start a car to get away from a killer. Invariably, keys get dropped or wont go into the ignition. A Wits + Drive roll (difficulty 4) may come into play. Common sense determines whether a roll is called for.

  • Yielding:

The Initiative rules determine who goes first in a situation. However, you may choose to yield your turn to a player or players following you in the order established. Basically, you hold off to let the other character go first. You may still act later, but you reserve action till then. If everyone, including your Storyteller's characters, yield during a turn, no one does anything and time moves forward to the next turn.