Page 39 - World of Darkness
P. 39

Roll and Trait Summary
                          Roll and Trait Summary
                  Roll and Trait Summary


                      Now that you’ve seen the basics of the Storytelling  new Morality trait as a dice pool. If no successes are rolled,
                  System, the following summary puts many of the game’s  a derangement is incurred (p. 96).
                  rolls and actions in one place for easy reference during  Disguise: Wits + Subterfuge + equipment (imperson-
                  play. Don’t try to understand all this information right  ator) versus Wits + Subterfuge (subject); contested ac-
                  now. It really only makes sense once you’ve read the rest  tion (p. 87)
                  of the book. Then you can come back here to pick out  Dodge: Double target’s Defense (p. 156); costs ac-
                  what you need when you need it.                 tion for turn
                      Animal Training: Composure + Animal Ken + equip-  Examining a Crime Scene: Wits + Investigation +
                  ment (trainer) versus Stamina + Resolve (animal); ex-  equipment; extended action (3-10+ successes; one roll
                  tended and contested action (the task demands a number  represents 10 minutes of activity) (p. 59)
                  of successes equal to the animal’s Willpower; each roll rep-  Explosives: Dexterity + Athletics (thrown) or Intel-
                  resents one day of training) (p. 79)            ligence + Science (triggered); instant action (p. 178)
                      Bypass Security System: Dexterity + Larceny +   Fast-Talk: Manipulation + Persuasion + equipment
                  equipment; extended action (5-15 successes, depending  (talker) versus Composure + Empathy or Subterfuge (sub-
                  on the complexity of the system; each roll represents a  ject); contested action (p. 83)
                  turn — three seconds — of work) (p. 74)             Fatigue: Stamina + Resolve rolls to remain awake;
                      Carousing: Manipulation + Socialize + equipment  reflexive action (p. 179)
                  (carouser) versus Composure + Empathy (subject); ex-  Foot Chase: Stamina + Athletics + equipment ver-
                  tended and contested action (the task requires a number  sus Stamina + Athletics + equipment; extended and con-
                  of successes equal to double the highest Stamina among  tested action (each roll represents one turn of running)
                  the character’s acquaintances; one roll equals one hour of  (p. 65)
                  carrying on) (p. 85)                                Foraging for Sustenance: Wits + Survival + equip-
                      Catching Objects: Dexterity + Athletics; instant ac-  ment; extended action (five successes required; one roll
                  tion if item is thrown to receiver, contested if it’s thrown  represents one hour of searching) (p. 77)
                  at receiver and Defense doesn’t apply (p. 68)       Grapple: Roll Strength + Brawl - opponent’s Defense
                      Climbing: Strength + Athletics + equipment; instant  for attacker to get a grip on target; roll Strength + Brawl -
                  or extended action (one success is required per 10 feet of  opponent’s Strength to perform an overpowering maneu-
                  height; each roll represents one minute of climbing)  ver or to break free; instant action. (p. 157)
                  (p. 64)                                             Hacking: Intelligence + Computer + equipment ver-
                      Close Combat, Armed: Strength + Weaponry, mi-  sus Intelligence + Computer + equipment; extended and
                  nus target’s Defense and armor; instant action. Add bo-  contested action (5-10+ successes; each success represents
                  nus dice based on weapon used or effect performed, and  30 minutes of programming) (p. 57)
                  then subtract penalties for circumstance conditions. Each  Healing Wounds: Dexterity or Intelligence + Medi-
                  success equates to a Health point of damage inflicted, the  cine + equipment; extended action (one success is required
                  type of which is determined by the nature of the attack  per Health point of damage suffered; each roll represents
                  (p. 152).                                       one minute of work (first aid) or one hour of work (hospi-
                      Close Combat, Unarmed: Strength + Brawl, minus  tal treatment)) (p. 61)
                  target’s Defense and armor; instant action. Add bonus dice  Health: Stamina + Size (p. 90)
                  based on weapon used or effect performed, and then sub-  Holding Breath: Reflexive action (p. 49)
                  tract penalties for circumstance conditions. Each success  Initiative: Dexterity + Composure + a die (p. 151)
                  equates to a Health point of damage inflicted, the type of  Interrogation: Wits + Intimidation + equipment (in-
                  which is determined by the nature of the attack (p. 152).  terrogator) versus Stamina + Resolve (subject); extended
                      Create Art: Intelligence + Crafts + equipment; ex-  and contested action (the task demands a number of suc-
                  tended action (4-15+ successes; one roll equals 30 min-  cesses equal to the subject’s Willpower; each roll repre-
                  utes of work) (p. 58)                           sents one hour of interrogation) (p. 81)
                      Cutting a Deal: Manipulation + Persuasion + equip-  Jumping: Strength + Athletics + equipment; instant
                  ment versus Manipulation + Persuasion + equipment;  action (p. 66)
                  extended and contested action (3-10+ successes required;  Lifting/Moving Objects: Strength (+ Stamina); in-
                  each roll represents an hour of negotiation) (p. 82)  stant action (p. 47)
                      Defense: Lowest of Wits or Dexterity; reflexive ac-  Lockpicking: Dexterity + Larceny + equipment; in-
                  tion to use (p. 90)                             stant or extended action (2-12+ successes required, de-
                      Degeneration: Roll number of dice associated with  pending on the sophistication of the lock; one roll repre-
                  sin performed. If roll fails, Morality drops by one. Roll  sents one turn — three seconds — of work) (p. 74)



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             ROLL AND TRAIT SUMMARY
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