Below are some example rolls for the skills, they aren’t always going to be this pool in the cases where a character must do something and has a more creative suggestion that still works, but to give ideas of what sort of rolls can be done… Take a look here.
If you’re in a ST guided scene the diffs may be more or less depending. Please remember that if you’re directly RPing with another character, you are able to set flat diffs for each other as long as other SPCs aren’t involved in the scene. (You shouldn’t use this to cheese out merits, those should be done via asks. But you can use these for ideas to set up your suggested path during asks which helps save the ST time and lets us know the preferred path.)
Examples between players setting diffs rather than contested rolls:
Player 1: “I want to have my character use wits+insight on your character to see their emotions.”
Player 2: “Ok, let’s say diff 3.” or “Roll and I’ll tell you how much they know.”
Player 1: “I want to have my character sneak into your character’s bathroom while they are in the other room.”
Player 2: “Let’s go with diff 2.”
Strength – Physical strength.
Dexterity – Quickness of feet, flexibility, fine motor movements.
Stamina – How long can they go.
Charisma – Smooth talking, personable and approachable.
Manipulation – Using tactics to control others, this and Charisma are easily interchanged based on how it is written. If you need help with a line, feel free to ask, sometimes it’s hard to determine how to write one or the other or which one it might be.
Composure – Keeping their calm.
Intelligence – Using your knowledge.
Wits – Using quick thinking.
Resolve – Focusing on a task for a very long time.
Dexterity + Athletics – Dodging an attack, throwing light objects, or parkour, diff is contested or set by ST based on circumstances such as weather or terrain. Shooting a normal bow.
Stamina + Athletics – Marathon running, Swimming or doing something for a long period of time, diff is generally 3 unless contested. A total fail on swimming means the kindred sinks, don’t worry they don’t need to breathe.
Strength + Athletics – Heavy lifting or throwing heavy objects diff is set by ST based on weight of the object. Using a massive longbow.
Manipulation/Charisma + Athletics – Picking someone up as a date, at a gym. Diff is generally determined by the area, this does not ensure a feed will require ST supervision.
Strength + Brawl – Unarmed attacks against someone or something/grappling/bite attacks (which take -2 off the number of successes unless they are grappled first), diff is either contested or set by ST based on the material being hit.
Stamina + Brawl – Keeping their block up and not hitting back, contested roll. When your character decides to do only defensive blocking, adding +1 to their pool. Pg. 289
Dex + Brawl – Precision hits to nerve bundles to cause damage, only works on mortals, suffers from called shot penalties. Contested.
Wits + Brawl – Using your knowledge of fighting and quick thinking, you dodge an attack being thrown at you. Similar to dex+athletics. Contested. Remember that you take a penalty after multiple dodges, -1 after the 1st dodge if the dodging continues. This also includes multiple characters hitting the same turn.
Dexterity + Craft – Handmade physical artwork, photography, things that require more of the physical skill than the actual knowledge. Diff is 0, the successes determine how good the piece is.
Intelligence + Craft – Painting and craft that requires more theory than anything else. Pool to make old school bomb. Diff is 0, the successes determine how good the piece is.
Strength + Craft – Building a structure such as a shed or doing large physical repairs themselves. Diff is set by ST based on what it is.
Resolve + Craft – Drawing from memory, fine detailed work, engravings, work that makes you go slow and methodical over speed. Diff is 0, the successes determine how good the piece is.
Dexterity + Drive – Evading traffic, doing complex maneuvers, avoiding traffic, racing. Diff set by ST based on condition or contested.
Wits + Drive – Driving in adverse conditions: Bad weather, covered windshield, debris falling on the road, ramming a car off the road. Total fail here means a crash or spin out. Diff set by ST based on condition or contested.
Resolve + Drive – Driving in adverse conditions for a very long period of time. Diff set by ST based on condition or contested. Diff usually 3
Composure + Drive – Keeping their cool while driving and not drawing attention to themselves. Generally diff 3 or contested in a scene.
Int+Drive – To do repairs on vehicles or vehicle maintenance.
Composure + Firearms – Regular gunfight or regular shooting. Likely contested or at diff 3+ based on the target’s movement/size. Diff 3 for standard unmoving shooting targets. Using a Crossbow.
Dexterity + Firearms – Quick draw, getting the first shot off as a surprise. Contested.
Resolve + Firearms – Sniping, Likely contested or at diff 3+ based on the target’s movement/size. Diff 3 for standard unmoving shooting targets.
Strength + Firearms – If in hand to hand combat, they may use this to shoot someone. There is no penalty from lack of cover. Contested roll.
Strength + Melee – Two handed weapons, staking, embedding a knife. Likely contested or at diff 3
Dexterity + Melee – One handed weapons. Contested
Stamina + Melee – Breaking through something like a door that’s secured with a weapon like an axe. Diff 3+ based on material, set by ST.
Wits + Melee – Disarm an opponent, this suffers from the called shot penalty. Contested.
Dexterity + Larceny – Pickpocketing, locking picking, dodging a laser sensor, card tricks/close-up magicc. Usually diff 3 with lock picks on average locks.( +1 diff with bobby pins, +2 diff improvised tools). ST given on other things, contested with pickpocketing.
Resolve + Larceny – Cleaning up a crime scene. ST given or contested
Intelligence + Larceny – Blowing a safe, breaching a wall with explosives. Bypassing circuit alarm, set up a security system. ST given based on complexity and goal.
Wits + Larceny – See security cameras, see through sleight of hand (Card tricks and pickpocketing). Contested or ST given.
Strength + Larceny – Break a lock cleanly diff based off location difficulty or ST given.
Composure + Larceny – Moving an item through a trap, manipulating an item off a pressure plate. ST given.
Dexterity + Stealth – Moving or entering without being seen, diff generally determined by area, may require ST supervision.
Stamina/Resolve + Stealth – Remaining still while guards are chatting, generally contested or determined by ST.
Wits + Stealth – Catching yourself and preventing detection after a fail. Contested or diff set by ST.
Composure + Stealth – Blending into a crowd without getting spotted, diff 3 or contested.
Wits + Survival – Find shelter when without a haven. Those with **No haven flaw** need to make this roll if they can’t sleep in a PC’s haven. Usually diff 4, difference is agg sun damage. Also used to track people, diff is the target’s survival level or contested.
Composure + Survival – Put out fire. Usually if you are the victim of a molotov or flamethrower. Spend a turn extinguishing flames/take off burning clothes. diff 3 to fully extinguish the flames.
Intelligence + Survival – Camouflage self in a nature setting not urban. ST given difficulty or contested.
Resolve + Survival – Can also be used for tracking, contested with the opponents Survival rating or contested.
Charisma + Animal Ken – Talking and hanging out with animals/vibing. Difficulty minimum 3 + 1 for agitated + 2 for dangerous predators.
Composure + Animal Ken – Usually roll for Farmer hunting, look at location diffs. Roll also for calming an animal or approaching an animal calmly. Difficulty minimum 3 + 1 for agitated + 2 for dangerous predators.
Manipulation + Animal Ken – Distract a random animal or have it do something for you. Difficulty minimum 3 + 1 for agitated + 2 for dangerous predators. This doesn’t replace animalism power rules.
Dexterity + Animal Ken – Catching small prey diff 3+ depending on the animal’s speed.
Composure + Etiquette – Divert conversation away from a subject subtly. Picking someone up at a bar, trying to blend into a scene. Diverting conversation difficulty 3 or contested, the others rely on location difficulty.
Manipulation + Etiquette – Start gossip to undermine a rival, try to win a debate. Gossip diff 4 or contested. Debate diff, contested.
Wits + Etiquette – Who goes first in social combat, picking up on the mood of a scene/party, picking up gossip. Social combat contested, picking up mood and gossip is location diff based.
Charisma + Etiquette – Schmooze and make a good impression, asking about gossip. Location Diff.
Wits + Insight – Picking up on others’ emotional states or the situation they are in. Contested or base diff set by the other player or ST.
Charisma + Insight – Try to put others at ease. Picking someone up at a bar. Contested.
Composure + Insight – Seeing through fast-talking pitch, contested.
Manipulation + Insight – Peaceful Interrogation via strategic questions. Contested by victim’s wits + composure.
Intelligence + Insight – Prepare a speech, writing, etc. tailored to the audience. Diff 4, the diff for the speech or writing is reduced by 1, for a crit 2. Also to see deeper meaning of art, secret messages, hidden meanings, etc. Contested if unintended receiver and if they are the intended receiver the creator can set a reasonable difficulty.
Strength + Intimidation – Using strength based body language (Flexing on them) to threaten or terrify a victim. Diff based on location difficulty or contested.
Manipulation + Intimidation – Holding someone up with a weapon or veiled threats. Diff determined by location, difficulty or contested.
Resolve + Intimidation – Establish eye contact with another or to have a staredown. Contested.
Wits + Intimidation – To understand if a threat was made. Threatening a person with on the fly information. Success of this roll lowers most additional social rolls by 1. Diff is based on location or contested.
Charisma + Intimidation – Clear threats, insults, and coercion. Diff is based on location or contested.
Charisma/Manipulation + Leadership – Being convincing or persuasive to people who look up to you or look at you with respect, taking the lead. Diff 4+ based on group or contested with troublemakers.
Strength + Leadership – Putting someone in their place with a show of strength while still showing authority. Contested.
Composure/Resolve + Leadership – Keeping your team together and aligned while under pressure, keeping your cool as the leader. Diff 3+ based on the situation.
Wits + Leadership – Picking up on the mood of your crowd and swaying the conversation towards settling the mood. Diff 4+ based on group or contested with troublemakers.
Charisma + Performance – Talking to a crowd, Singing, acting, dancing, most general performances that require stage presence. Difficulty is 0, the successes determine how good it is.
Manipulation + Performance – Impersonating another person either by voice or mannerisms. Difficulty is 0, the successes determine how good it is or contested.
Wits + Performance – Rap battle, Posey, flyting (Shit talking contest). Difficulty is 0, the successes determine how good it is or contested.
Dexterity + Performance – Guitar playing, dancing, piano playing when technical skills are more important than stage presence. Difficulty is 0, the successes determine how good it is.
Manipulation/Charisma + Persuasion – Convincing someone to do something for you. Contested or ST set based on request.
Intelligence + Persuasion – Make a convincing technical argument with facts and evidence. Contested or ST set based on request.
Resolve + Persuasion – A painfully long meeting and attempt to convince someone. Contested or ST set based on request.
Wits + Persuasion – Using on the fly information to build an argument. Contested or ST set based on request.
Manipulation/Charisma + Streetwise – Sell illegal items: Drugs, guns, etc. Diff 3+ based on what it is and who they are selling to.
Resolve + Streetwise – Taking to the streets for a few hours to find someone or something. Diff is contested or based on location difficulty.
Wits + Streetwise – Shake a person following you. Find a particular group, gang, scene. Find a criminal for alleycat. Diff is contested or diff 4.
Intelligence + Streetwise – Urban camouflage either self or object. Make a street tag. Diff is contested or diff 3.
Manipulation/Charisma + Subterfuge – Lying to someone and faking interest. Fast talking Contested.
Wits + Subterfuge – Fabricating a chance encounter with a person. Diff based on location.
Composure + Subterfuge – Faking emotions, giving off a false emotion. Contested.
Resolve + Subterfuge – The long con and maintaining a lie over an extended period. Contested.
Intelligence + Academics – Reading, researching, basic applications of knowledge. Diff is reasonably based on the diff chart or amount of successes determines amount of knowledge.
Wits + Academics – Using knowledge on the fly in a situation. Diff is reasonably based on the diff chart or amount of successes determines amount of knowledge.
Resolve + Academics – Taking your time to pour over information to draw in more. Diff is reasonably based on the diff chart or amount of successes determines amount of knowledge.
Charisma + Academic – Teaching a class, sharing knowledge in a way others will be able to understand or using your knowledge to state information to sway others. Diff is reasonably based on the diff chart or amount of successes determines amount of knowledge.
Wits + Awareness – Avoiding eye contact, shadowing someone, seeing through stealth and sleight of hand, perception, seeing a concealed weapon. Contested or Set by ST.
Resolve + Awareness – Performing a stake out. Contested or set by ST based on circumstances and steps taken to conceal oneself.
Intelligence + Awareness – Surveying the area and finding possible vantage points, diff 4.
Dexterity + Awareness** – Noticing something falling and moving out of the way, diff 3+.
Intelligence + Finances – Being able to read financial portfolios and extracting information based on the contents. Diff 3 for a small business, additional modifiers based on complications.
Wits + Finance – Using your money smartly, knowing the worth of a boon. Understanding the financial status of another. Diff 4 or contested.
Manipulation/Charisma + Finance – Pretend to be a financial officer to get inside of a business and access the records. Diff 3 for a small business, additional modifiers based on complications or the depth of the company i.e. mega corporations would be much harder to breach.
Resolve + Finance – Going through financial records looking for a specific discrepancy. Diff 3 for a small business, additional modifiers based on complications or the depth of the company i.e. mega corporations would be much harder to breach.
Resolve + Investigation – Finding a very specific link or detail. Also finding evidence during a field of distraction. ST Given, unless strictly between PC.
Intelligence + Investigation – Searching for clues or evidence. Uncovering trends or patterns. ST Given, unless strictly between PC.
Wits + Investigation – Quick once over trying to discover something, going off intuition. ST given, unless strictly between PC.
Charisma/Manipulation + Investigation – Good cop/Bad cop. Contested or ST given.
Dexterity + Medicine – Surgery, diff minimum 3+ level of invasiveness.
Intelligence + Medicine – General practice, refer to pg. 127 for another use of medicine when helping convert agg. Diff 3+ depending on circumstances.
Wits + Medicine – Spotting someone on drugs or be able to quickly identify health conditions on the fly. Diff 4 or contested.
Wits + Occult – Deciphering hidden occult meaning and symbols. Contested if unintended receiver and if they are the intended receiver the creator can set a reasonable difficulty.
Intelligence + Occult – Occult research, applying occult knowledge, recalling facts, understanding occult writings.
Resolve + Occult – Searching for an occult item.
Charisma/Manipulation + Occult – Giving a sermon to your cult, performing a tarot reading, pretending to be a mystic, talking about occult subjects.
Intelligence + Politics – Understand the wider political landscape and implications. Take information from political knowledge and make it practical.
Manipulation + Politics – Pulling strings and getting favors done. Diff 3 small inconsequential favors, + depending on how big their favor is. Can be ST given. Influence can stack if you have influence in said industry.
Charisma + Politics – Schmoozing, giving a speaking, talking clan talk or sect talk. No diff, but the amount of successes determines quality.
Wits + Politics – Looking at ideas or plans to see if it is politically sound. Reading the room politically. Contested or diff 3.
Intelligence + Science – Building a chemical bomb, controlled demolition. Using applied knowledge, researching. ST Given based on object, generally diff determines successes.
Resolve/Wits + Science – Making a chemical bomb inert, picking up. ST Given.
Strength + Science – Hitting the structurally weak point of a wall or structure. Diff 3+ depending on objects.
Intelligence + Technology – Building a Mechanical bomb, car bomb. Hacking. ST Given.
Resolve/Wits + Technology – Dismantling a bomb. ST Given.
Composure + Technology – Cutting the correct wire when diffusing a bomb. ST given.