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

