Roll Summary
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Roll Summary
I figured this would help as I turn to this quite often within my own copy of World of Darkness. I am posting it here so people can refer to it as needed.
Animal Training: Composure + Animal Ken versus Stamina + Resolve. Each roll takes one day of training.
Bypass Security System: Dexterity + Larceny (5-15 successes depending on the security system). Each roll represents 3 seconds of work.
Carousing: Manipulation + Socialise versus Composure + Empathy
Catching Objects: Dexterity + Athletics; instant action if item is thrown to receiver, contested if it's thrown at receiver and Defense doesn't apply.
Climbing: Strength + Athletics + equipment; instant or extended action (one success is required per 10 feet of height; each roll represents one minute of climbing).
Close Combat, Armed: Strength + Weaponry, minus target's Defense and armor; instant action. Add bonus ice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.
Close Combat, Unarmed: Strength + Brawl, minus target's Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.
Create Art: Intelligence + Crafts + equipment; extended action (4-15+ successes; one roll equals 30 minutes of work).
Cutting a Deal: Manipulation + Persuasion + equipment versus Manipulation + Persuasion + equipment; extended and contested action (3-10+ successes required; each roll represents an hour of negotiation).
Disguise: Wits + Subterfuge + equipment (impersonator) versus Wits + Subterfuge (subject); contested action.
Dodge: Double target's Defense (p. 156); costs action for turn.
Examining a Crime Scene: Wits + Investigation + equipment; extended action (3-10+ successes; one roll represents 10 minutes of activity).
Explosives: Dexterity + Athletics (thrown) or Intelligence + Science (triggered); instant action.
Fast-Talk: Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject); contested action
Fatigue: Stamina + Resolve rolls to remain awake; reflexive action
Foot Chase: Stamina + Athletics + equipment versus Stamina + Athletics + equipment; extended and contested action (each roll represents one turn of running).
Foraging for Sustenance:Wits + Survival + equipment; extended action (five successes required; one roll represents one hour of searching)
Grapple: Roll Strength + Brawl - opponent's Defense for attacker to get a grip on target; roll Strength + Brawl - opponent's Strength to perform an overpowering maneuver or to break free; instant action.
Hacking: Intelligence + Computer + equipment versus Intelligence + Computer + equipment; extended and contested action (5-10+ successes; each success represents 30 minutes of programming)
Healing Wounds:Dexterity or Intelligence + Medicine + equipment; extended action (one success is require per Health point of damage suffered; each roll represents one minute of work (first aid) or one hour of work (hospital treatment))
Interrogation: Wits + Intimidation + equipment (interrogator) versus Stamina + Resolve (subject); extended and contested action (the task demands a number of successes equal to the subject's Willpower; each roll represents
one hour of interrogation)
Jumping: Strength + Athletics + equipment; instant action
Lockpicking: Dexterity + Larceny + equipment; instant or extended action (2-12+ successes required, depending on the sophistication of the lock; one roll represents one turn - three seconds - of work)
Meditation: Composure + Wits + equipment; extended action (4 uccesses; one roll represents 30 minutes)
Memorizing and Remembering: Intelligence + Composure; reflexive action
Oratory: Presence + Persuasion + equipment versus highest Resolve + Composure of audience; contested action
Perception: Wits + Composure or a relevant Skill in place of Composure; reflexive action
Ranged Combat, Guns and Bows: Dexterity + Firearms,minus target's armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack
Ranged Combat, Thrown Weapons: Dexterity + Athletics, minus target's Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack
Remaining Conscious: Last Health box is filled with a slash (bashing damage), roll Stamina each turn to remain conscious (-3 wound penalty does not apply to roll); reflexive action
Repair Item: Dexterity + Crafts + equipment; extended action (4-10 successes; one roll equals 30 minutes of work)
Research: Intelligence + Academics + equipment; extended action (3-10+ successes; each roll represents 30 minutes of research)
Resisting Coercion: Resolve + Wits or Resolve + Stamina; reflexive action
Resisting Poison or Disease: Stamina + Resolve; reflexive and potentially extended and/or contested action
Seduction: Presence + Persuasion + equipment or Manipulation + Persuasion + equipment (seducer) versus Wits + Composure + equipment (subject); contested and/or extended action (the extended and contested part of the task requires a number of successes equal to double the seducer's Presence or double the subject's Resolve; one roll equals 10 minutes of banter)
Shadowing Stealthily: Wits + Stealth + equipment (shadow) versus Wits + Composure + equipment (subject);contested action
Sleight of Hand: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny; contested action
Solving Enigmas: Intelligence + Investigation + equipment; instant or extended action (3-10+ successes; one roll represents one hour of activity)
Surprise: Wits + Composure; reflexive action
Throwing: Range: Strength + Dexterity + Athletics, minus the object's Size (short range) for a non-aerodynamic object; double distances for an aerodynamic one. Accuracy: Dexterity + Athletics + equipment; instant action
Vehicle Control: Dexterity + Drive + Handling; instant action
Vehicle Pursuit: Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling; extended and contested action (each roll represents one turn of driving)
Vehicle Ramming: Dexterity + Drive + Handling to hit; instant action. VehicleĆs Size rating as a pool of its own, with a +1 bonus for each full 10 mph traveled to determine damage
Vehicle Tailing: Wits + Drive + vehicle Handling (tail) versus Wits + composure + equipment (subject); contested action
Working the Black Market: Manipulation + Streetwise + equipment; extended action (2-10 success; each roll represents one day of searching the street)
Animal Training: Composure + Animal Ken versus Stamina + Resolve. Each roll takes one day of training.
Bypass Security System: Dexterity + Larceny (5-15 successes depending on the security system). Each roll represents 3 seconds of work.
Carousing: Manipulation + Socialise versus Composure + Empathy
Catching Objects: Dexterity + Athletics; instant action if item is thrown to receiver, contested if it's thrown at receiver and Defense doesn't apply.
Climbing: Strength + Athletics + equipment; instant or extended action (one success is required per 10 feet of height; each roll represents one minute of climbing).
Close Combat, Armed: Strength + Weaponry, minus target's Defense and armor; instant action. Add bonus ice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.
Close Combat, Unarmed: Strength + Brawl, minus target's Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.
Create Art: Intelligence + Crafts + equipment; extended action (4-15+ successes; one roll equals 30 minutes of work).
Cutting a Deal: Manipulation + Persuasion + equipment versus Manipulation + Persuasion + equipment; extended and contested action (3-10+ successes required; each roll represents an hour of negotiation).
Disguise: Wits + Subterfuge + equipment (impersonator) versus Wits + Subterfuge (subject); contested action.
Dodge: Double target's Defense (p. 156); costs action for turn.
Examining a Crime Scene: Wits + Investigation + equipment; extended action (3-10+ successes; one roll represents 10 minutes of activity).
Explosives: Dexterity + Athletics (thrown) or Intelligence + Science (triggered); instant action.
Fast-Talk: Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject); contested action
Fatigue: Stamina + Resolve rolls to remain awake; reflexive action
Foot Chase: Stamina + Athletics + equipment versus Stamina + Athletics + equipment; extended and contested action (each roll represents one turn of running).
Foraging for Sustenance:Wits + Survival + equipment; extended action (five successes required; one roll represents one hour of searching)
Grapple: Roll Strength + Brawl - opponent's Defense for attacker to get a grip on target; roll Strength + Brawl - opponent's Strength to perform an overpowering maneuver or to break free; instant action.
Hacking: Intelligence + Computer + equipment versus Intelligence + Computer + equipment; extended and contested action (5-10+ successes; each success represents 30 minutes of programming)
Healing Wounds:Dexterity or Intelligence + Medicine + equipment; extended action (one success is require per Health point of damage suffered; each roll represents one minute of work (first aid) or one hour of work (hospital treatment))
Interrogation: Wits + Intimidation + equipment (interrogator) versus Stamina + Resolve (subject); extended and contested action (the task demands a number of successes equal to the subject's Willpower; each roll represents
one hour of interrogation)
Jumping: Strength + Athletics + equipment; instant action
Lockpicking: Dexterity + Larceny + equipment; instant or extended action (2-12+ successes required, depending on the sophistication of the lock; one roll represents one turn - three seconds - of work)
Meditation: Composure + Wits + equipment; extended action (4 uccesses; one roll represents 30 minutes)
Memorizing and Remembering: Intelligence + Composure; reflexive action
Oratory: Presence + Persuasion + equipment versus highest Resolve + Composure of audience; contested action
Perception: Wits + Composure or a relevant Skill in place of Composure; reflexive action
Ranged Combat, Guns and Bows: Dexterity + Firearms,minus target's armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack
Ranged Combat, Thrown Weapons: Dexterity + Athletics, minus target's Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack
Remaining Conscious: Last Health box is filled with a slash (bashing damage), roll Stamina each turn to remain conscious (-3 wound penalty does not apply to roll); reflexive action
Repair Item: Dexterity + Crafts + equipment; extended action (4-10 successes; one roll equals 30 minutes of work)
Research: Intelligence + Academics + equipment; extended action (3-10+ successes; each roll represents 30 minutes of research)
Resisting Coercion: Resolve + Wits or Resolve + Stamina; reflexive action
Resisting Poison or Disease: Stamina + Resolve; reflexive and potentially extended and/or contested action
Seduction: Presence + Persuasion + equipment or Manipulation + Persuasion + equipment (seducer) versus Wits + Composure + equipment (subject); contested and/or extended action (the extended and contested part of the task requires a number of successes equal to double the seducer's Presence or double the subject's Resolve; one roll equals 10 minutes of banter)
Shadowing Stealthily: Wits + Stealth + equipment (shadow) versus Wits + Composure + equipment (subject);contested action
Sleight of Hand: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny; contested action
Solving Enigmas: Intelligence + Investigation + equipment; instant or extended action (3-10+ successes; one roll represents one hour of activity)
Surprise: Wits + Composure; reflexive action
Throwing: Range: Strength + Dexterity + Athletics, minus the object's Size (short range) for a non-aerodynamic object; double distances for an aerodynamic one. Accuracy: Dexterity + Athletics + equipment; instant action
Vehicle Control: Dexterity + Drive + Handling; instant action
Vehicle Pursuit: Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling; extended and contested action (each roll represents one turn of driving)
Vehicle Ramming: Dexterity + Drive + Handling to hit; instant action. VehicleĆs Size rating as a pool of its own, with a +1 bonus for each full 10 mph traveled to determine damage
Vehicle Tailing: Wits + Drive + vehicle Handling (tail) versus Wits + composure + equipment (subject); contested action
Working the Black Market: Manipulation + Streetwise + equipment; extended action (2-10 success; each roll represents one day of searching the street)
Rogue Bard- Posts : 82
Points : 136
Reputation : 0
Join date : 2010-06-22
Age : 35
Location : New Orleans, LA

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