Basic Rolls
Summary
new Morality trait as a dice pool. If no successes are rolled,
a derangement is incurred (p. 96).
Disguise: Wits + Subterfuge + equipment (impersonator)
versus Wits + Subterfuge (subject); contested action
(p. 87)
Dodge: Double targets 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) (p. 59)
Explosives: Dexterity + Athletics (thrown) or Intelligence
+ Science (triggered); instant action (p. 17 cool
Fast-Talk: Manipulation + Persuasion + equipment
(talker) versus Composure + Empathy or Subterfuge (subject);
contested action (p. 83)
Fatigue: Stamina + Resolve rolls to remain awake;
reflexive action (p. 179)
Foot Chase: Stamina + Athletics + equipment versus
Stamina + Athletics + equipment; extended and contested
action (each roll represents one turn of running)
(p. 65)
Foraging for Sustenance: Wits + Survival + equipment;
extended action (five successes required; one roll
represents one hour of searching) (p. 77)
Grapple: Roll Strength + Brawl - opponentÕs Defense
for attacker to get a grip on target; roll Strength + Brawl -
opponentÕs Strength to perform an overpowering maneuver
or to break free; instant action. (p. 157)
Hacking: Intelligence + Computer + equipment versus
Intelligence + Computer + equipment; extended and
contested action (5-10+ successes; each success represents
30 minutes of programming) (p. 57)
Healing Wounds: Dexterity or Intelligence + Medicine
+ equipment; extended action (one success is required
per Health point of damage suffered; each roll represents
one minute of work (first aid) or one hour of work (hospital
treatment)) (p. 61)
Health: Stamina + Size (p. 90)
Holding Breath: Reflexive action (p. 49)
Initiative: Dexterity + Composure + a die (p. 151)
Interrogation: Wits + Intimidation + equipment (interrogator)versus Stamina + Resolve (subject); extended
and contested action (the task demands a number of successes
equal to the subjectÕs Willpower; each roll represents
one hour of interrogation) (p. 81)
Jumping: Strength + Athletics + equipment; instant
action (p. 66)
Lifting/Moving Objects: Strength (+ Stamina); instant
action (p. 47)
Lockpicking: Dexterity + Larceny + equipment; instant
or extended action (2-12+ successes required, depending
on the sophistication of the lock; one roll represents
one turn Ñ three seconds Ñ of work) (p. 74)
Animal Training: Composure + Animal K en + equipment
(trainer) versus Stamina + Resolve (animal); extended
and contested action (the task demands a number
of successes equal to the animalÕs Willpower; each roll represents
one day of training) (p. 79)
Bypass Security System: Dexterity + Larceny +
equipment; extended action (5-15 successes, depending
on the complexity of the system; each roll represents a
turn Ñ three seconds Ñ of work) (p. 74)
Carousing: Manipulation + Socialize + equipment
(carouser) versus Composure + Empathy (subject); extended
and contested action (the task requires a number
of successes equal to double the highest Stamina among
the characterÕs acquaintances; one roll equals one hour of
carrying on) (p. 85)
Catching Objects: Dexterity + Athletics; instant action
if item is thrown to receiver, contested if itÕs thrown
at receiver and Defense doesnÕt apply (p. 6 cool
Climbing: Strength + Athletics + equipment; instant
or extended action (one success is required per 10 feet of
height; each roll represents one minute of climbing)
(p. 64)
Close Combat, Armed: Strength + Weaponry, minus
targetÕs 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
(p. 152).
Close Combat, Unarmed: Strength + Brawl, minus
targetÕs 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 (p. 152).
Create Art: Intelligence + Crafts + equipment; extended
action (4-15+ successes; one roll equals 30 minutes
of work) (p. 5 cool
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) (p. 82)
Defense: Lowest of Wits or Dexterity; reflexive action
to use (p. 90)
Degeneration: Roll number of dice associated with
sin performed. If roll fails, Morality drops by one. Roll
Meditation: Composure + Wits + equipment; extended
action (4 successes; one roll represents 30 minutes)
(p. 51)
Memorizing and Remembering: Intelligence + Composure;
reflexive action (p. 44)
Object's Structure: Durability + Size (p. 135)
Oratory: Presence + Persuasion + equipment versus
highest Resolve + Composure of audience; contested action
(p. 83)
Perception: Wits + Composure or a relevant Skill in
place of Composure; reflexive action (p. 45)
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 (p. 152).
Ranged Combat, Thrown Weapons: Dexterity +
Athletics, minus targetÕs 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 (p. 152).
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 (p. 173)
Repair Item: Dexterity + Crafts + equipment; extended
action (4-10 successes; one roll equals 30 minutes
of work) (p. 5 cool
Research: Intelligence + Academics + equipment;
extended action (3-10+ successes; each roll represents 30
minutes of research) (p. 55)
Resisting Coercion: Resolve + Wits or Resolve +
Stamina; reflexive action (p. 47)
Resisting Poison or Disease: Stamina + Resolve;
reflexive and potentially extended and/or contested action
(p. 49)
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 seducerÕs Presence or double the subjectÕs Resolve; one
roll equals 10 minutes of banter) (p. 84)
Shadowing Stealthily: Wits + Stealth + equipment
(shadow) versus Wits + Composure + equipment (subject);
contested action (p. 76)
Size: Base value is 5 for adult human (p. 94)
Sleight of Hand: Dexterity + Larceny + equipment
versus Wits + Composure or Wits + Larceny; contested
action (p. 75)
Solving Enigmas: Intelligence + Investigation +
equipment; instant or extended action (3-10+ successes;
one roll represents one hour of activity) (p. 60)
Speed: Strength + Dexterity + Species factor (5 for
adult human, 3 for human child) (p. 95)
Surprise: Wits + Composure; reflexive action (p. 151)
Throwing: Range: Strength + Dexterity + Athletics,
minus the objectÕs Size (short range) for a non-aerodynamic
object; double distances for an aerodynamic one.
Accuracy: Dexterity + Athletics + equipment; instant
action (p. 67)
Vehicle Control: Dexterity + Drive + Handling; instant
action (p. 141)
Vehicle Pursuit: Dexterity + Drive + vehicle Handling
versus Dexterity + Drive + vehicle Handling; extended
and contested action (each roll represents one turn
of driving) (p. 69)
Vehicle Ramming: Dexterity + Drive + Handling to
hit; instant action. VehicleÕs Size rating as a pool of its
own, with a +1 bonus for each full 10 mph traveled to
determine damage (p. 144).
Vehicle Tailing: Wits + Drive + vehicle Handling
(tail) versus Wits + Composure + equipment (subject);
contested action (p. 71)
Willpower: Resolve + Composure; reflexive action
(p. 95). Spending Willpower adds three dice to a roll or
+2 to a single Resistance trait such as Stamina, Resolve,
Composure or Defense in one instance (p. 133).
Working the Black Market: Manipulation + Streetwise
+ equipment; extended action (2-10 success; each roll represents one day of searching the street) (p. 86)