Common Rolls

For the order in which rolls are made see The Combat Sequence.

For how to roll see Roll Conventions.






    Initiative: Wits + Awareness
      • Difficulty. 8
      • Roll at the start of combat.
      • Highest result goes first each turn
      • Certain Maneuvers and activating powers like Celerity and Spirit Sight allows to roll dice and add successes to current initiative score (may change order or action in next round).
      • Certain maneuvers (including movement) reduce your initiative score.
      • Wound Penalties reduce your initiative score by 3x the penalty (healing, ie removing penalties improves it again).



    Melee Attack: Strength + Brawl
      • Difficulty 8
      • Activating Potence adds dice to your Strength (for the scene)
      • Weapons can add to attack, give bonus damage, penalize victim’s dodge, etc
      • Maneuvers can add to attack, give bonus damage, penalize victim’s dodge etc
      • Successive action penalty affects this roll
      • Wound Penalties affect this roll



    Ranged Attack: Dexterity + Shoot
      • Difficulty 8
      • Range to target penalizes roll (0 at melee range, -2 up to first increment, -4 up to second, -6 up to third).
      • Movement of target can penalize roll.
      • Other combatants close to target penalize (-2)
      • Weapons can add to attack, give bonus damage, reduce range penalty etc.
      • Maneuvers can add to attack, give bonus damage, penalize victim’s dodge etc.
      • Successive action penalty affects this roll
      • Wound Penalties affect this roll



    Dodge: Dexterity + Brawl
      • Difficulty 8
      • Limited against Ranged attacks, must be aware of shooter aiming at you.
      • Limited against Ranged attacks, unless close to shooter or near cover, going prone caps at 3 successes.
      • Maneuvers can add distance to your dodge (for seeking cover), affect roll, etc
      • Successive action penalty affects this roll
      • Wound Penalties affect this roll



    Soak: Stamina
      • This roll is used to resist some of the damage taken.
      • Difficulty 8
      • Greenwood Flesh aura transformation adds to this roll (if activated, +1 per odd aura lvl).
      • Fortitude (sometimes called resilience) adds to this roll (if activated.
      • Armor adds to this roll (may also reduce damage type for smaller hits).
      • Successive action penalty does not affect this roll
      • Wound Penalties do not affect this roll
      • Note: Unlike normal world of darkness all critters can try to soak both lethal and aggravated damage, damage categories just determine lethality and difficulty to heal.




Common Rolls

Kapre Aswang Avandus