These are general uses of rolls for action checks. Others may apply, if you can justify it, use it. It should be noted. You do not have to roll a check for every little thing. Only when you feel there is a question toward success.
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).
Bypass Security System: Dexterity + Larceny + equipment; extended action (5-15 successes, depending on the complexity of the system; each roll represents a turn - three seconds - of work)
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).
Catching Objects: Dexterity + Athletics; instant action if item is thrown to receiver, contested if it's thrown at receiver and Defense doesn't apply.
Climbing: Strength + Athletics + equipment; instant or extended action (one success is required per 10 feet of height; each roll represents one minute of climbing)
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.
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.
Create Art: Intelligence + Crafts + equipment; extended action (4-15+ successes; one roll equals 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).
Defense: Lowest of Wits or Dexterity; reflexive action to use.
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. [So this one is in here for the giggles. We are professional assassins. morality is subjective.]
Disguise: Wits + Subterfuge + equipment (impersonator) versus Wits + Subterfuge (subject); contested action. [For those who don't use chakra.]
Dodge: Double target's Defense; costs action for turn. [this is or a full dodge, not just using your defense score]
Examining a Crime Scene: Wits + Investigation + equipment; extended action (3-10+ successes; one roll represents 10 minutes of activity).
Explosives: Dexterity + Athletics (thrown) or Intelligence + Science (triggered) or Intelligence + Ninjutsu; instant action.
Fast-Talk: Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject); contested action.
Fatigue: Stamina + Resolve rolls to remain awake; reflexive action.
Foot Chase: Stamina + Athletics + equipment versus Stamina + Athletics + equipment; extended and contested action (each roll represents one turn of running).
Foraging for Sustenance: Wits + Survival + equipment; extended action (five successes required; one roll represents one hour of searching).
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.
Hacking: Intelligence + Computer + equipment versus Intelligence + Computer + equipment; extended and contested action (5-10+ successes; each success represents 30 minutes of programming).
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))
Health: Stamina + Size
Holding Breath: Reflexive action
Initiative: Dexterity + Composure + a die
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).
Jumping: Strength + Athletics + equipment; instant action.
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).
Meditation: Composure + Wits + equipment; extended action (4 successes; one roll represents 30 minutes).
Memorizing and Remembering: Intelligence + Composure; reflexive action.
Object's Structure: Durability + Size
Oratory: Presence + Persuasion + equipment versus highest Resolve + Composure of audience; contested action.
Perception: Wits + Composure or a relevant Skill in place of Composure; reflexive action.
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.
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.
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.
Repair Item: Dexterity + Crafts + equipment; extended action (4-10 successes; one roll equals 30 minutes of work).
Research: Intelligence + Academics + equipment; extended action (3-10+ successes; each roll represents 30 minutes of research).
Resisting Coercion: Resolve + Wits or Resolve + Stamina; reflexive action.
Resisting Poison or Disease: Stamina + Resolve; reflexive and potentially extended and/or contested action.
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).
Shadowing Stealthily: Wits + Stealth + equipment (shadow) versus Wits + Composure + equipment (subject); contested action.
Size: Base value is 5 for adult human.
Sleight of Hand: Dexterity + Larceny + equipment versus Wits + Composure or Wits + Larceny; contested action.
Solving Enigmas: Intelligence + Investigation + equipment; instant or extended action (3-10+ successes; one roll represents one hour of activity).
Speed: Strength + Dexterity + Species factor (5 for adult human, 3 for human child).
Surprise: Wits + Composure; reflexive action.
Throwing: combo roll
- 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
Vehicle Control: Dexterity + Drive + Handling; instant action.
Vehicle Pursuit: Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling; extended and contested action (each roll represents one turn of driving).
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.
Vehicle Tailing: Wits + Drive + vehicle Handling (tail) versus Wits + Composure + equipment (subject); contested action.
Willpower: Resolve + Composure; reflexive action. 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. [we are not using willpower points. yet. maybe never. TBA]
Working the Black Market: Manipulation + Streetwise + equipment; extended action (2-10 success; each roll represents one day of searching the street).