| Action |
Roll |
| 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) (p. 79) |
| Bypass Security Sytem |
Dexterity + Larceny + equipment; extended action (5-15 successes, depending on the complexity of the system; each roll represents a turn - three seconds - of work) (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) (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 (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) (p. 64) |
| Climbimg |
Strength + Athletics (1 success for 10 feet of height) |
| 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 (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 (p. 152). Create Art: Intelligence + Crafts + equipment; extended action (4-15+ successes; one roll equals 30 minutes of work) (p. 58) |
| Create Art |
Intelligence + Crafts (4-15 successes needed, each roll 30 minutes of work) |
| 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) (p. 82) Defense: Lowest of Wits or Dexterity; reflexive action to use (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 (p. 96). |
| Detecting Lies |
Wits + Subterfuge or Intell + Empathy (+Auspex) vs Manipulation + Subterfuge |
| Disguise |
Wits + Subterfuge + equipment (impersonator) versus Wits + Subterfuge (subject); contested action (p. 87) |
| Dodge |
Double target's Defense (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) (p. 59) |
| Examine Crime Scene |
Wits + Investigation (3 - 10 succeses needed, each roll 10 minutes) |
| Explosives |
Dexterity + Athletics (thrown) or Intelligence + Science (triggered); instant action (p. 178) |
| Fast-Talk |
Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject); contested action (p. 83) |
| Fatigue |
Stamina + Resolve rolls to remain awake; reflexive action (p. 179) |
| Foot Chase |
Stamina + Athletics + equipment versus Stamina + Athletics + equipment; extended and contested action (each roll represents one turn of running) (p. 65) |
| Foraging For Sustenance |
Wits + Survival + equipment; extended action (five successes required; one roll represents one hour of searching) (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. (p. 157) |
| Hacking |
Intelligence + Computer + equipment versus Intelligence + Computer + equipment; extended and contested action (5-10+ successes; each success represents 30 minutes of programming) (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)) (p. 61) |
| Holding Breath |
Reflexive action (p. 49) |
| 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) (p. 81) |
| Jumping |
Strength + Athletics + equipment; instant action (p. 66) |
| Lifting/Moving Objects |
Strength (+ Stamina); instant action (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) (p. 74) |
| Lying |
Manipulation + subterfuge vs Wits + Subterfuge or vs. Intelligencee + Empathy (+ Auspex) |
| Meditation |
Composure + Wits + equipment; extended action (4 successes; one roll represents 30 minutes) (p. 51) |
| Memorizing and Remembering |
Intelligence + Composure; reflexive action (p. 44) |
| Object's Structure |
Durability + Size (p. 135) |
| Oratory |
Presence + Persuasion + equipment versus highest Resolve + Composure of audience; contested action (p. 83) |
| Perception |
Wits + Composure or a relevant Skill in place of Composure; reflexive action (p. 45) |
| Predator's Taint |
Resolve + Composure |
| 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 (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 (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 (p. 173) |
| Remembering |
Intelligence + Composure |
| Repair Item |
Dexterity + Crafts + equipment; extended action (4-10 successes; one roll equals 30 minutes of work) (p. 58 |
| Research |
Intelligence + Academics + equipment; extended action (3-10+ successes; each roll represents 30 minutes of research) (p. 55) |
| Resisting Coercion |
Resolve + Wits or Resolve + Stamina; reflexive action (p. 47) |
| Resisting Poison or Disease |
Stamina + Resolve; reflexive and potentially extended and/or contested action (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) (p. 84) |
| Shadowing Stealthily |
Wits + Stealth + equipment (shadow) versus Wits + Composure + equipment (subject); contested action (p. 76) |
| Sleight of Hand |
Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny; contested action (p. 75) |
| Solving Enigmas |
Intelligence + Investigation + equipment; instant or extended action (3-10+ successes; one roll represents one hour of activity) (p. 60) |
| Surprise |
Wits + Composure; reflexive action (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 (p. 67) |
| Vehicle Control |
Dexterity + Drive + Handling; instant action (p. 141) |
| Vehicle Pursuit |
Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling; extended and contested action (each roll represents one turn of driving) (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 (p. 144). |
| Vehicle Tailing |
Wits + Drive + vehicle Handling (tail) versus Wits + Composure + equipment (subject); contested action (p. 71) |
| Willpower |
Resolve + Composure; reflexive action (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 (p. 133). |
| Working the Black Market |
Manipulation + Streetwise + equipment; extended action (2-10 success; each roll represents one day of searching the street) (p. 86) |