Lena Admin
Posts : 528 Join date : 2011-12-11 Age : 40
| Subject: General Rolls Wed 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 RollsIf 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 PointsSpending 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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