nWoD Actions

Animal Training: Composure + Animal Ken + equipment (trainer) versus Stamina + Resolve (animal); extended and contested action (the task demands a number of successes equal to the animal’s Willpower; each roll represents one day of training) (Core, p. 79)

Bypass Security System: Dexterity + Larceny + equipment; extended action (5-15 successes, depending on the complexity of the system; each roll represents a turn — three seconds — of work) (Core, p. 74)

Carousing: Manipulation + Socialize + equipment (carouser) versus Composure + Empathy (subject); extended and contested action (the task requires a number of successes equal to double the highest Stamina among the character’s acquaintances; one roll equals one hour of carrying on) (Core, p. 85)

Catching Objects: Dexterity + Athletics; instant action if item is thrown to receiver, contested if it’s thrown at receiver and Defense doesn’t apply (Core, p. 68)

Climbing: Strength + Athletics + equipment; instant or extended action (one success is required per 10 feet of height; each roll represents one minute of climbing) (Core, p. 64)

Close Combat, Armed: Strength + Weaponry, minus target’s Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract 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 (Core, p. 152).

Close Combat, Unarmed: Strength + Brawl, minus target’s Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract 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 (Core, p. 152).

Create Art: Intelligence + Crafts + equipment; extended action (4-15+ successes; one roll equals 30 minutes of work) (Core, p. 58)

Cutting a Deal: Manipulation + Persuasion + equipment versus Manipulation + Persuasion + equipment; extended and contested action (3-10+ successes required; each roll represents an hour of negotiation) (Core, p. 82)

Defense: Lowest of Wits or Dexterity; reflexive action to use (Core, p. 90)

Degeneration: Roll number of dice associated with sin performed. If roll fails, Morality drops by one. Roll new Morality trait as a dice pool. If no successes are rolled, a derangement is incurred (Core, p. 96).

Disguise: Wits + Subterfuge + equipment (impersonator) versus Wits + Subterfuge (subject); contested action (Core, p. 87)

Dodge: Double target’s Defense (Core, p. 156); costs action for turn

Examining a Crime Scene: Wits + Investigation + equipment; extended action (3-10+ successes; one roll represents 10 minutes of activity) (Core, p. 59)

Explosives: Dexterity + Athletics (thrown) or Intelligence + Science (triggered); instant action (Core, p. 178)

Fast-Talk: Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject); contested action (Core, p. 83)

Fatigue: Stamina + Resolve rolls to remain awake; reflexive action (Core, p. 179)

Foot Chase: Stamina + Athletics + equipment versus Stamina + Athletics + equipment; extended and contested action (each roll represents one turn of running) (Core, p. 65)
Quarry needs successes equal to the pursuer’s Speed to escape.
Pursuer needs successes equal to the quarry’s total of successes to catch up.
Faster participant gains +1 bonus per 3 difference in Speed.
Head start = 1 automatic success per 10 yards.
Performing any other action forfeits the roll for the turn and gathers no successes.
Catching up to quarry grants the pursuer one free action before Initiative.

“Foraging for Sustenance: Wits + Survival + equipment; extended action
(five successes required; one roll represents one hour of searching) (Core, p. 77)”

Grapple: Roll Strength + Brawl – opponent’s Defense for attacker to get a grip on target; roll Strength + Brawl – opponent’s Strength to perform an overpowering maneuver or to break free; instant action. (Core, p. 157)

Hacking: Intelligence + Computer + equipment versus Intelligence + Computer + equipment; extended and contested action (5-10+ successes; each success represents 30 minutes of programming) (Core, p. 57)

Healing Wounds: Dexterity or Intelligence + Medicine + 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 (hospital treatment)) (Core, p. 61)

Health: Stamina + Size (Core, p. 90)

Holding Breath: Reflexive action (Core, p. 49)

Initiative: Dexterity + Composure + a die (Core, p. 151)

Interrogation:Wits + Intimidation + equipment (interrogator) versus Stamina + Resolve (subject); extended and contested action (the task demands a number of successes equal to the subject’s Willpower; each roll represents one hour of interrogation) (Core, p. 81)

Jumping: Strength + Athletics + equipment; instant action (Core, p. 66)

Lifting/Moving Objects: Strength (+ Stamina); instant action (Core, 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) (Core, p. 74) Meditation: Composure + Wits + equipment; extended action (4 successes; one roll represents 30 minutes) (Core, p. 51)

Memorizing and Remembering: Intelligence + Composure; reflexive action (Core, p. 44)

Object’s Structure: Durability + Size (Core, p. 135)

Oratory: Presence + Persuasion + equipment versus highest Resolve + Composure of audience; contested action (Core, p. 83)

Perception: Wits + Composure or a relevant Skill in place of Composure; reflexive action (Core, p. 45)
Relevant skill may apply. Take the higher of Composure or the relevant Skill.

Ranged Combat, Guns and Bows: Dexterity + Firearms, minus target’s armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract 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 (Core, p. 152).

Ranged Combat, Thrown Weapons: Dexterity + Athletics, minus target’s Defense and armor; instant action. Add bonus dice based on weapon used or effect performed, and then subtract 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 (Core, p. 152).

Remaining Conscious: Last Health box is filled with a slash (bashing damage), roll Stamina each turn to remain conscious (-3 wound penalty does not apply to roll); reflexive action (Core, p. 173)

Repair Item: Dexterity + Crafts + equipment; extended action (4-10 successes; one roll equals 30 minutes of work) (Core, p. 58)

Research: Intelligence + Academics + equipment; extended action (3-10+ successes; each roll represents 30 minutes of research) (Core, p. 55)

Resisting Coercion: Resolve + Wits or Resolve + Stamina; reflexive action (Core, p. 47)

Resisting Poison or Disease: Stamina + Resolve; reflexive and potentially extended and/or contested action (Core, p. 49)

Seduction: Presence + Persuasion + equipment or Manipulation + Persuasion + equipment (seducer) versus Wits + Composure + equipment (subject); contested and/ or extended action (the extended and contested part of the task requires a number of successes equal to double the seducer’s Presence or double the subject’s Resolve; one roll equals 10 minutes of banter) (Core, p. 84)

Shadowing Stealthily: Wits + Stealth + equipment (shadow) versus Wits + Composure + equipment (subject); contested action (Core, p. 76)

Size: Base value is 5 for adult human (Core, p. 94)

Sleight of Hand: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny; contested action (Core, p. 75)

Solving Enigmas: Intelligence + Investigation + equipment; instant or extended action (3-10+ successes; one roll represents one hour of activity) (Core, p. 60)

Speed: Strength + Dexterity + Species factor (5 for adult human, 3 for human child) (Core, p. 95)

Surprise: Wits + Composure; reflexive action (Core, p. 151)

Throwing: Range: Strength + Dexterity + Athletics, minus the object’s Size (short range) for a non-aerodynamic object; double distances for an aerodynamic one. Accuracy: Dexterity + Athletics + equipment; instant action (Core, p. 67)

Vehicle Control: Dexterity + Drive + Handling; instant action (Core, p. 141)

Vehicle Pursuit: Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling; extended and contested action (each roll represents one turn of driving) (Core, p. 69)

Vehicle Ramming: Dexterity + Drive + Handling to hit; instant action. Vehicle’s Size rating as a pool of its own, with a +1 bonus for each full 10 mph traveled to determine damage (Core, p. 144).

Vehicle Tailing: Wits + Drive + vehicle Handling (tail) versus Wits + Composure + equipment (subject); contested action (Core, p. 71)

Willpower: Resolve + Composure; reflexive action (Core, p. 95). Spending Willpower adds three dice to a roll or +2 to a single Resistance trait such as Stamina, Resolve, Composure or Defense in one instance (Core, p. 133)

Working the Black Market: Manipulation + Streetwise + equipment; extended action (2-10 success; each roll represents one day of searching the street) (Core, p. 86)

Abjuration: Resolve + Composure vs. Power + Resistance. Prayers or Rites meant to banish or disrupt a ghost from the presence of the faithful. Penalties unless Morality 8+ and Academics or Occult. (Core, p.213)

Exorcism: Uproot or banish a spirit. Penalties based on low Morality. Resolve + Composure vs. Power + Resistance. (Core, p. 214)

nWoD Actions

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