Dramatic Actions and Systems Reference
Physical
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
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
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.