Dramatic Actions and Systems Reference

Physical (movement & survival)
Running & Swimming

Short bursts: roll (Dexterity + Athletics), often in combat ticks if timing matters.

Long-distance: roll (Stamina + Resistance) as a strenuous activity; fatigue and endurance apply.

Climbing

Roll (Dexterity + Athletics), difficulty based on slope and handholds.

Failure = no progress; botch = fall.

May become extended or tick-based under tension.

Being belayed prevents falls except on extreme botches.

Falling

Damage = ½ yards fallen (round down) as piercing bashing, max 25B.

Minimum 1 die if soaked.

Spikes convert damage to lethal; soft ground halves or negates damage.

Reflexive (Wits + Athletics) roll may grab something and avoid death.

Feats of Strength

Roll (Strength + Athletics); difficulty depends on mass and leverage.

Extended actions for prolonged effort.

Botches cause injury or loss of grip.

Jumping

Vertical jump = (Strength + Athletics) yards.

Horizontal jump = double vertical distance.

Spend 1 Willpower = +2 yards.

Stunts or Virtue channeling add yards equal to successes.

Wound & Mobility penalties subtract from total.

Disguise

Roll (Intelligence + Larceny), difficulty 1 for generic disguise.

+1 difficulty per major difference (gender, size, specific person, etc.).

Observers roll (Perception + Awareness) vs disguise threshold.

Mundane disguises may raise Appearance by at most +1.

Picking Locks

Roll (Dexterity + Larceny), difficulty 1–5 by lock quality.

Improvised tools +1 difficulty.

Botches may jam lock or draw attention.

First Age locks require special tools or stunts.

Picking Pockets / Shoplifting

Opposed roll: (Dexterity + Larceny) vs (Wits + Awareness).

Difficulty 1–3 based on where item is carried (+1 if secured).

If victim’s threshold exceeds thief’s, detection is immediate.

Disease

On exposure: roll (Stamina + Resistance) vs Virulence.

After incubation: daily roll vs Morbidity.

Medicine uses (Intelligence + Medicine) for treatment (1 hour minimum).

Enduring Hardship

Starvation, thirst, sleep loss impose cumulative penalties.

Death when penalties exceed (Stamina + Resistance).

Track separately; only worst penalty applies.

Holding Breath

Hold breath for (Stamina × 30 seconds) + 30 seconds per success on (Stamina + Resistance).

Afterward take 1 unsoakable bashing every 30 seconds.

Damage cannot heal until breathing resumes.

Strenuous Activity

Exert for (Stamina + Resistance) hours before gaining fatigue dice.

If fatigue exceeds pool, character collapses unconscious.

Rest removes fatigue gradually; Willpower/Conviction can negate temporarily.

Poisons & Environmental Damage

Roll (Stamina + Resistance) vs Toxicity or Trauma each interval.

Success downgrades damage; failure applies full damage.

Environmental hazards deal fixed damage and ignore tolerance rules.

Sneaking / Hiding

Opposed roll: (Dexterity + Stealth) vs (Perception + Awareness).

Environment grants up to +3 dice or +2 difficulty.

After alarm, sneaking suffers +2 difficulty.

Social (interaction)
Read Motivation

Roll (Perception + Investigation or Socialize) vs difficulty = half (Manipulation + Socialize).

Success reveals dominant motive.

Double successes reveal an Intimacy or its tone.

Investigation can detect lies or deception.

Prayer

Roll (Charisma + Performance), difficulty = 7 – Resources of sacrifice.

Priests reduce difficulty by 1.

Botch offends god; requires appeasement equal to god’s Essence (max 5).

Debate/Social Combat

See Social Combat for complete rules.

Statecraft

See The Mandate of Heaven for details.

Train a Military Unit/Social Group

See The Mandate of Heaven for details.

See The Solar Charm Database for War and Lore charms that may impact or train a military unit/social group.

Act in a Play/Put on a Performance

See Social Combat for details.

Note, most people watching a show want to be entertained and will likely lower their DV or choose not to spend Willpower.

Mental (knowledge & analysis)
Academic Knowledge

Roll (Intelligence + Ability).

Difficulty based on obscurity.

Failure yields incomplete or false conclusions.

Build / Attune Manse

Extended action: (Intelligence + Craft/Lore/Occult) over weeks or months.

Difficulty based on demesne strength.

Failure wastes time and resources.

Create Item / Artifact

Extended action: (Intelligence + Craft/Lore/Occult).

Artifacts require rare materials and special facilities.

Failure wastes materials and time.

Predict Weather

Roll (Perception + Sail or Survival).

Failure gives vague or misleading predictions.

Botches predict dangerously wrong weather.

Noticing Details / Vision

Roll (Perception + Awareness).

Difficulty based on lighting and distance.

Failure yields only vague shapes or motion.

Evaluate Goods

Roll (Perception + Bureaucracy).

Failure misjudges value or legality.

Examine / Conceal Evidence

Examine: (Perception + Investigation).

Conceal: (Dexterity + Investigation).

Opposed successes determine detection.

Operate Technology / Artifacts

Roll (Intelligence + Lore).

Failure causes malfunction or no effect.

Botches may damage device or trigger mishaps.

Diagnose & Treat Wounds

Diagnose: (Perception + Medicine).

Treat: (Intelligence + Medicine).

Failure wastes supplies or worsens condition.

Thaumaturgy

Extended action: (Intelligence + Occult).

Failure wastes time and materials.

Botches create dangerous mishaps.

Wilderness Survival

Roll (Stamina + Survival) to resist exposure.

Failure inflicts fatigue or injury.

Tracking / Evasion

Tracking: (Perception + Survival).

Evasion: (Dexterity + Survival).

Threshold successes determine duration and quality.