Post by Seryna on Dec 21, 2011 14:20:07 GMT -5
The entire roll system
Animal Training: Composure + Animal K en + equip-
nt (trainer) versus Stamina + Resolve (animal); ex-
nded and contested action (the task demands a number
successes equal to the animalÕs Willpower; each roll rep-
ents one day of training) (p. 79)
Catching Objects: Dexterity + Athletics; instant ac-
on if item is thrown to receiver, contested if itÕs thrown
receiver and Defense doesnÕt apply (p. 68)
Climbing: Strength + Athletics + equipment; instant
extended action (one success is required per 10 feet of
ight; each roll represents one minute of climbing)
. 64)
Close Combat, Armed: Strength + Weaponry, mi-nus targetÕs Defense and armor; instant action. Add bo-nus dice based on weapon used or effect performed, and
then subtract penalties for circumstance conditions.
Foraging for Sustenance: Wits + Survival + equip-
ment; extended action (five successes required; one roll
represents one hour of searching) (p. 77)
Foot Chase: Stamina + Athletics + equipment ver-
sus Stamina + Athletics + equipment; extended and con-
tested action (each roll represents one turn of running)
(p. 65)
Disguise: Wits + Subterfuge + equipment (imperson-
ator) versus Wits + Subterfuge (subject); contested ac-
tion (p. 87)
Dodge: Double target's Defense (p. 156); costs action for turn
Grapple: Roll Strength + Brawl - opponent's Defense
for attacker to get a grip on target; roll Strength + Brawl -
opponentÕs Strength to perform an overpowering maneu-
ver or to break free; instant action. (p. 157)
Jumping: Strength + Athletics + equipment; instant
action (p. 66)
Healing Wounds: Dexterity or Intelligence + Medi-
cine + 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 (hospi-
tal treatment)) (p. 61)
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 three seconds of work) (p. 74)
Ranged Combat, Guns and Bows: Dexterity + Fire-
arms, minus targetÕs armor; instant action. Add bonus dice
based on weapon used or effect performed, and then sub-
tract 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 ac-
tion. Add bonus dice based on weapon used or effect per-
formed, and then subtract penalties for circumstance con-
ditions. Each success equates to a Health point of damage
inflicted, the type of which is determined by the nature of
the attack (p. 152).
Resisting Poison or Disease: Stamina + Resolve;
reflexive and potentially extended and/or contested action (p. 49)
Shadowing Stealthily: Wits + Stealth + equipme
(shadow) versus Wits + Composure + equipment (subject); contested action (p. 76)
Animal Training: Composure + Animal K en + equip-
nt (trainer) versus Stamina + Resolve (animal); ex-
nded and contested action (the task demands a number
successes equal to the animalÕs Willpower; each roll rep-
ents one day of training) (p. 79)
Catching Objects: Dexterity + Athletics; instant ac-
on if item is thrown to receiver, contested if itÕs thrown
receiver and Defense doesnÕt apply (p. 68)
Climbing: Strength + Athletics + equipment; instant
extended action (one success is required per 10 feet of
ight; each roll represents one minute of climbing)
. 64)
Close Combat, Armed: Strength + Weaponry, mi-nus targetÕs Defense and armor; instant action. Add bo-nus dice based on weapon used or effect performed, and
then subtract penalties for circumstance conditions.
Foraging for Sustenance: Wits + Survival + equip-
ment; extended action (five successes required; one roll
represents one hour of searching) (p. 77)
Foot Chase: Stamina + Athletics + equipment ver-
sus Stamina + Athletics + equipment; extended and con-
tested action (each roll represents one turn of running)
(p. 65)
Disguise: Wits + Subterfuge + equipment (imperson-
ator) versus Wits + Subterfuge (subject); contested ac-
tion (p. 87)
Dodge: Double target's Defense (p. 156); costs action for turn
Grapple: Roll Strength + Brawl - opponent's Defense
for attacker to get a grip on target; roll Strength + Brawl -
opponentÕs Strength to perform an overpowering maneu-
ver or to break free; instant action. (p. 157)
Jumping: Strength + Athletics + equipment; instant
action (p. 66)
Healing Wounds: Dexterity or Intelligence + Medi-
cine + 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 (hospi-
tal treatment)) (p. 61)
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 three seconds of work) (p. 74)
Ranged Combat, Guns and Bows: Dexterity + Fire-
arms, minus targetÕs armor; instant action. Add bonus dice
based on weapon used or effect performed, and then sub-
tract 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 ac-
tion. Add bonus dice based on weapon used or effect per-
formed, and then subtract penalties for circumstance con-
ditions. Each success equates to a Health point of damage
inflicted, the type of which is determined by the nature of
the attack (p. 152).
Resisting Poison or Disease: Stamina + Resolve;
reflexive and potentially extended and/or contested action (p. 49)
Shadowing Stealthily: Wits + Stealth + equipme
(shadow) versus Wits + Composure + equipment (subject); contested action (p. 76)