Venture's Menu
Menu actions
Roll & Trait Summary

Page numbers refer to the page these actions are covered on in the core World of Darkness book. For Discipline rolls, go here.
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)