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Lena
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Lena


Posts : 528
Join date : 2011-12-11
Age : 40

General Rolls Empty
PostSubject: General Rolls   General Rolls Icon_minitimeWed Dec 28, 2011 2:09 am

This is a list of rolls gathered from the core rule book. If there are rolls that you know of that are not listed here, please inform an ST and they will be added accordingly.

Physical

Label

Traits

Difficulty/Notes (Norm: 6)

Climbing


Dex Athletics/Climbing



Driving


Dex/Wits Drive



Encumbrance


Strength (Please
refer to the
Chart)



25lbs/Str Potence

Intrusion

Dex/Perc Security/Lockpick

Diff: 3

Jumping


Strength




Running Leap

Strength Athletics

Diff: 3

Catch Self


Dex Athletics



Gauge Distance

Perc Athletics

Required: 3

Lifting/Breaking

Strength (Please refer to the
Chart)



Opening/Closing


Strength

Diff: 6 or 8 w/success requirements

Running Pursuit

Dex Athletics/Running



Car Chase

Dex Drive



Shadowing Walk

Dex Stealth



Shadowing Drive


Dex Drive



Sneaking

Dex Stealth


Diff: 6 or Target's Perc Alertness

Swimming

Stam Athletics/Swimming



Throwing

Dex Athletics/Throwing







Mental

Label

Traits

Difficulty/Notes (Norm: 6)

Awakening to Danger

Perc Auespex rating

Diff: 8

Awaken

Humanity


Diff: 8 Awake=Suc 5 =Fulll
Scene


Art Expression


Perc Expression



Art Creation

Dex Crafts



Demolition Knowledge

Demolitions Intel



Demolition Craft

Demolitions Dex



Hacking

Intel/Wits Computers/Hacking




Investigation

Perc Investigation



Repair (Overview)

Perc Crafts/Repair



Repair (Action)

Dex Crafts/Repair



Research

Intel Academics/ Occult/ Science/
Lores(Knowledges)




Security

Intel Security



Tracking


Perc Survival/Tracking



Cover Tracks

Wits Survival/Tracking

Each Suc= 1 diff to being tracked



Social


Label

Traits

Difficulty/Notes (Norm: 6)

Carousing


Char Empathy/Carousing



Credibility

Manip Subterfuge


Diff: 7

Credibility (Detect)

Perc Subterfuge

Diff: 7

Fast Talk


Manip Subterfuge/Fast-Talk

Diff: Target WP

Interrogation (Friendly)

Manip Empathy



Interrogation (Heavy)

Manip Intimidation



Interrogation (Violent)

Manip Intimidation/Torture

Diff: Target Stam 3 or WP

Intimidation


Manip Intimidation



Intimidation (Threat)

Strength Intimidation



Oration

Char Leadership/ Public Speaking



Oration (Prep)

Intel Expression


Diff: 7

Performance

Char Perform/ (Secondary Ability)



Seduction (Approach)


App Subterfuge

Diff: Target Wits 3 (Suc (-1) adds to 2nd
roll)


Seduction (Witty)

Wits Subterfuge

Diff: Target Intel 3 (Suc (-1) adds to 2nd
roll)


Seduction (Suggestive)

Charisma Empathy


Diff: Target Perc 3



Counter
Rolls


If you wish to counter or resist an action by another player, here are the labeled opposing rolls and the trait you need to roll to resist the opposition. Please note that your success must be equal to or greater than the success of the opposing roll.


Label

Trait

Result

Intimidation

Courage

Resist showing you're fear, you are still
inwardly intimidated.



Seduction

Willpower

Resist acting on being seduced.

Difficulty
Increase


Opposition Success

Difficulty Increase

5

1

6

2

7

3

8

4

9

5

10

No Resist Available



Combat


Maneuver


Traits


Accuracy


Difficulty

Damage

Inits


Dex Wits



N/A



Damage

Str Potence Overages



Normal



Bite

Dex Brawl


1


Normal


Str 1 (A)

Block

Dex Brawl


Special

Normal


(R)

Catch Punch/Kick

Dex Athletics



1



Claw


Dex Brawl


Normal


Normal


Str 1 (A)

Clinch


Str Brawl

Normal

Normal


Str (C)

Disarm

Dex Brawl

Normal


1


Special

Dodge

Dex Dodge


Special

Normal

(R)

Flip Opponent

Dex Brawl



1

Str 1

Hold

Str Brawl


Normal

Normal


(C)

Kick


Dex Brawl

Normal

1

Str 1

Land Safely

Dex Athletics



Normal



Parry


Dex Melee


Special


Normal

(R)

Soak

Stam Fort




Normal




Strike

Dex Brawl


Normal


Normal

Str

Sweep

Dex Brawl/Melee

Normal


1


Str (K)

Tackle

Str Brawl


Normal

1

Str 1 (K)

Weapon Strike

Dex Melee


Normal


Normal


Weapon







Firearms

Maneuver


Traits


Accuracy


Difficulty

Damage

Automatic Fire


Dex Firearms

10

2


Weapon

Multiple Shots

Dex Firearms

Special




Weapon

Strafing


Dex Firearms

10

2

Weapon

3-Round Burst

Dex Firearms

2

1

Weapon

Two Weapons


Dex Firearms

Special


1/off-hand


Weapon



Rolling

Rolls are not that complicated so don't be intimidated. This guide will explain the basics. Rolls through play are mainly for fun or to see how much attention something draws or how well someone is effected by something. Rolling is not needed for every little thing.

Dice are rolled depending on the number of points/dots a trait has, such as an ability, attribute, or virtue. Most characters have traits ranging from 1-3 dots; a 4 indicating an exceptional level while a 5 is superb and mastery. 0's in traits are possible as well.

Most rolls are made by combining an attribute plus an ability, such as Charisma Performance for performing an activity such as singing. A roll's success is determined by its difficulty. A difficulty is always a number between 2 and 10. Each time you score that number or higher on one of your dice, you're considered to have gained a success. For example, if an action's difficulty is a 6 and you roll a 3, 3, 8, 7 and 10, then you've scored three successes. The more you get, the better you do. You need only one success to perform most actions successfully, but that's considered a marginal success. If you score three or more, you succeed completely. The normal difficulty for a roll is 6.


Trait Ratings

(Abilities, Attributes, and Virtues)
0 Abysmal/Terrible
1 Poor
2 Average
3 Good
4 Exceptional
5 OutstandingDifficulties


Three


Easy (installing software on a Macintosh)

Four

Routine (changing a tire)

Five

Straightforward (seducing someone who's
already "in the mood")


Six

Standard/Normal (firing a gun)

Seven

Challenging (replacing a car's sound system)

Eight

Difficult (rebuilding a wrecked engine
block)


Nine

Extremely difficult (repairing a wrecked
engine block without part



Degrees
of Success


One Success

Marginal (getting a broken refrigerator to
keep running until the repairman arrives)


Two Successes

Moderate (making a handicraft that's ugly
but useful)


Three Successes

Complete (fixing something so that it's good
as new)


Four Successes

Exceptional (increasing your car's
efficiency in the process of repairing it)


Five or More Successes

Phenomenal (creating a masterwork)

Ten

A ten is max, godly.

Targeting:
Aiming for a specific location incurs an added difficulty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.


Target Size


Difficulty

Damage

Medium (limb, briefcase)

1


No modifier

Small (hand, head, computer)


2

1

Precise (eye, heart, lock)

3

2


A
result of a 10 is always a success, no matter the difficulty
number.

Failure

If you score no successes on a die roll, your character fails his attempted action. He misses his punch. His pitch is a ball instead of a strike. His attempt to persuade the prince falls flat. Failure, while usually disappointing, is not so catastrophic as a botch.

Botches

Bad luck can ruin anything. One more basic rule about rolling dice is the "rule of one," or (spoken in a despairing tone) "botching." Whenever one of the dice comes up as a "1," it cancels out a success. Completely. A botch is much worse than a normal failure - it's outright misfortune. For instance, rolling a botch when trying to gun down a hunter might result in your gun jamming. Botching a Computer roll when hacking into a system will probably alert the
authorities, while botching a Stealth roll is the proverbial "stepping on a dry twig." In combat, you even have a chance
of harming yourself instead of the opponent. The Storyteller decides exactly what goes wrong; a botch might produce a minor inconvenience or a truly unfortunate mishap.

Of course, some Storytellers may find that botches are cropping up a little too frequently in their chronicles and may overlook them or seek a re-do.

Trying It Again

Failure often produces stress, which often leads to further failure. If a character fails an action, he may usually try it again (after all, failing to pick a lock does not mean the character may never try to pick the lock again). In such cases, though, the Storyteller has the option to increase the difficulty number of the second attempt by one. If the attempt is failed yet again, the difficulty of a third attempt goes up by two, and so on. Eventually, the difficulty will be so high that the character has no chance of succeeding (the lock is simply beyond her ability to pick). Sometimes the Storyteller shouldn't invoke this rule. For example, failing to shoot somebody with a gun, detect an ambush, or keep on another driver's tail are to be expected in stressful situations. Such failure does not automatically lead to frustration and failed future attempts.

Automatic Success

Let's face it - sometimes rolling dice gets tiresome, particularly when your character could perform a given action in his sleep. And anything that streamlines play and reduces distractions is a good thing. Thus, Vampire employs a simple system for automatic successes, allowing you to skip rolling for tasks that your character would find
frankly mundane.

Simply put, if the number of dice in your dice pool is equal to or greater than the task's difficulty, your character automatically succeeds. No dice roll is necessary. Mind you, this does not work for all tasks, and never works in combat or other stressful situations. Furthermore, an automatic success is considered marginal, just as if you'd gotten only one success on the roll; if quality is an issue, you might want to roll dice anyway to try for more successes. But for simple and often-repeated actions, this system works just fine.

There's another way to get an automatic success on a roll: Simply spend a Willpower point. You can do this only once per turn, and since you have a limited supply of Willpower you can't do this too often, but it can certainly help when
you're under pressure to succeed.

Extended Actions

Sometimes you need more than one success to accomplish a task fully. For example, you might have to spend all night tracking down obscure newspaper articles in a library, or climb a cliff face that's impossible to scale in a turn. If you need only one success to accomplish an action, the action in question is called a simple action. But when you need multiple successes to score even a marginal success, you're undertaking an extended action.

In an extended action, you roll your dice pool over and over on subsequent turns, trying to collect enough successes to succeed. For example, your character is trying to dig a temporary haven in the forest floor, using only his bare hands. The Storyteller tells you that you need 15 successes to hollow out a den that provides sufficient protection from the sun. You'll eventually succeed, but the longer you go, the more chance there is of you botching and collapsing the tunnel. What's more, if you have only so many turns before dawn, the speed with which you finish your task becomes doubly important. The Storyteller in all cases is the final authority on which tasks are extended actions and which aren't. Common extended actions include hacking, picking a lock, and aiming and firing a sniper rifle.


There are two types of extended actions. A total, where you need to accumulate a total number of successes to complete the action. And a success and above, where you need to score a number of successes in a single roll over a given number such as a 2 or 4. Scoring a success and above is a more common extended action roll which can lower a difficulty for following actions.

Resisted Actions

A simple difficulty number might not be enough to represent a struggle between characters. For instance, you may try
to batter down a door while a character on the other side tries to hold it closed. In such a case, you'd make a resisted roll - each of you rolls dice against a difficulty often determined by one of your opponent's Traits, and the person who scores the most successes wins.

In Sin City we have a dice bot named Lady`Luck and in #SinCity_Dice is where the rolls are made.
Dice rolls made in any other channel will be void to game play.



!dice
(Attribute #) (Ability #) Difficulty #
Dexterity 2 Performance 1 Difficulty 6
!dice 3 6

!sdice
<--Used instead of !dice if you have a specialty. Let's you roll dice
with 10 again as if you had an extra die.



!xdice<-- Used if you have specialties in both traits you're rolling. Lets you re-roll 9's and 10's as if you had an extra die.

Dice are not always required for rolling and shouldn't be relied on for the fun of the game. They come into play at times of chance and during SLs where points count and can be deciding factors of things that occur. Not all combat has to be run with an ST present. In the event of a dispute during combat, the scene MUST be paused and
players must wait for an ST to resolve the dispute. Keep in mind, the ST's have final say. Period.


Willpower


Spending Willpower:



*
One Automatic Success
…………………………………………..One Willpower Point
(Must declare and spend willpower point before making the roll. Only one willpower point may be spent during a turn in this way.)


*
Overcome Instinct, Urge, or Derangement for a Scene
………..One Willpower Point
(Resist derangement, frenzy, or rötschreck for the duration of a scene.)


*
Ignore Wound Penalties for a Turn
……………………………….One Willpower Point
(Incapacitated or torpid characters may not spend willpower like this.)


Blood Points
Spending Blood Points:

Every vampire must spend one blood point each night to rise!

*Appear Human ………………………………………………………..One Blood Point
(Vampires are no longer human and as such do not behave like them anymore. For example vampires are paler and do not breathe or need to blink like humans do. Those vampires with lower humanity ratings appear even more
monstrous to humans. By spending a blood point a character can appear human for the duration of a scene)

*Increase Physical Attributes
………………………………………….One Blood Point
(For each blood point spent in this manner a vampire may increase one physical attribute [Strength, Dexterity, or Stamina] by one point for the duration of a scene. The attribute may be taken to one level higher than the characters
generation max trait rating.)

*Heal a level of bashing or lethal damage
……………………………One Blood Point
(Healing requires full concentration and a full turn to achieve. A character may attempt to heal while performing other actions but it requires a Stamina Survival reflexive roll difficulty 8. Failure means the blood is spent but no wounds are healed. A botch indicates the blood is spent as well as one additional blood point and the character takes an additional level of lethal damage.)

*Heal one point of aggravated damage
……………………………..Five Blood Points
(The character must get one full day of rest and spend the five blood points to heal the first level of aggravated damage a character has sustained.)

*Heal an addition level of aggravated damage
……………………Five Blood Points
(The character must get one full day of rest, spend five blood points and spend one will power point for each additional level of aggravated damage a character wishes to heal in the same night.)
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