这是目标,等我感冒好了出课考过了就来搞……
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Roll and Trait Summary
Now that youÕve seen the basics of the Storytelling
System, the following summary puts many of the gameÕs
rolls and actions in one place for easy reference during
play. DonÕt try to understand all this information right
now. It really only makes sense once youÕve read the rest
of the book. Then you can come back here to pick out
what you need when you need it.
Animal Training: Composure + Animal K en + equipment
(trainer) versus Stamina + Resolve (animal); extended
and contested action (the task demands a number
of successes equal to the animalÕs Willpower; each roll represents
one day of training) (p. 79)
Bypass Security System: Dexterity + Larceny +
equipment; extended action (5-15 successes, depending
on the complexity of the system; each roll represents a
turn Ñ three seconds Ñ 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 characterÕs 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 itÕs thrown
at receiver and Defense doesnÕt 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)
Close Combat, Armed: Strength + Weaponry, minus
targetÕs 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
targetÕs 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)
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).
Disguise: Wits + Subterfuge + equipment (impersonator)
versus Wits + Subterfuge (subject); contested action
(p. 87)
Dodge: Double targetÕs 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)
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 - opponentÕs Defense
for attacker to get a grip on target; roll Strength + Brawl -
opponentÕs 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)
Health: Stamina + Size (p. 90)
Holding Breath: Reflexive action (p. 49)
Initiative: Dexterity + Composure + a die (p. 151)
Interrogation:Wits + Intimidation + equipment (interrogator)
versus Stamina + Resolve (subject); extended
and contested action (the task demands a number of successes
equal to the subjectÕs 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 Ñ three seconds Ñ of work) (p. 74)