Commonly Used Rolls & Systems
This is section is made for quick reference to the most-commonly rolled systems in game. Note, many things are rolled and done that are not on this list, so don't consider this a replacement for books, which you should have a copy of at all times when playing on Suspire.
Quick Reference Pop-up Charts
Standard System Rolls
Body Language / Mood
Initiator: Wits + Investigation or Empathy + Applicable Status +/- Modifiers
+1 Mods: Cherished; Thorough; Vulgar; Well-Connected; Well-Known; Well-Spoken
-1 Mods: None
Defender: Manipulation + Subterfuge or Empathy + Same Status used by Initiator +/- Modifiers
+1 Mods: Faultless; Honorable; Trustworthy
-1 Mods: Malcontent; Oath-breaker
Initiator: Wits + Investigation or Empathy + Applicable Status +/- Modifiers
+1 Mods: Cherished; Thorough; Vulgar; Well-Connected; Well-Known; Well-Spoken
-1 Mods: None
Defender: Manipulation + Subterfuge or Empathy + Same Status used by Initiator +/- Modifiers
+1 Mods: Faultless; Honorable; Trustworthy
-1 Mods: Malcontent; Oath-breaker
Note: Body Language checks aren't Telepathy. They're useful to get a good gauge on mood of another. For regular successes, general mood or feelings of your character are acceptable to reference, "he seems pretty annoyed at the moment" or "well he was in a decent mood, but it's seem to have soured" are sufficient. For Exceptional Successes, obviously there should be more detailed information given about the mood(s) your character has currently, and what is most likely to be setting them off - it's not a place to be fudged, though. "He's calm" generally is a bad response for any successes; your character isn't a robot. Body Language checks cover the last five rounds of time, which equates to about 15 minutes or so of real time. You can only roll them every thirty minutes.
Sense Deception
Initiator: Wits + Subterfuge or Empathy + Applicable Status +/- Modifiers
+1 Mods: Cherished; Feared; Organized; Thorough; Well-Known; Well-Spoken
-1 Mods: None
Defender: Manipulation + Subterfuge + Same Status used by Initiator +/- Modifiers
+1 Mods: Coward; Dependable; Eccentric; Faultless; Honorable; Tactless; Trustworthy; Wise
-1 Mods: Fence-sitter; Oath-breaker
Initiator: Wits + Subterfuge or Empathy + Applicable Status +/- Modifiers
+1 Mods: Cherished; Feared; Organized; Thorough; Well-Known; Well-Spoken
-1 Mods: None
Defender: Manipulation + Subterfuge + Same Status used by Initiator +/- Modifiers
+1 Mods: Coward; Dependable; Eccentric; Faultless; Honorable; Tactless; Trustworthy; Wise
-1 Mods: Fence-sitter; Oath-breaker
Note: Sense Deception is not an instant deception detector, in fact, unless an Exceptional Success is gained by the Initiator, responses should be kept to a simple "he has not been telling the full truth" or "he's definitely not telling the full story", when it applies.
Naturally, an Exceptional Success would narrow it down to "he's definitely lying about being a Diablerist" or "he's not telling the full story concerning what happened at the docks itself". Sense Deception covers the last five rounds of time, which equates to about 15 minutes, or so, real time. Sense Deception checks can only be rolled once every thirty minutes. Sense Deception covers out-right lies, lies by ommission and the like...
Naturally, an Exceptional Success would narrow it down to "he's definitely lying about being a Diablerist" or "he's not telling the full story concerning what happened at the docks itself". Sense Deception covers the last five rounds of time, which equates to about 15 minutes, or so, real time. Sense Deception checks can only be rolled once every thirty minutes. Sense Deception covers out-right lies, lies by ommission and the like...
Understand Motives or Gain Insight on a Political Move
Initiator: Intelligence or Wits + Politics + Applicable Status +/- Modifiers
+1 Mods: Fence-sitter; Lucky; Organized; Serene; Thorough; Wallflower; Wise
-1 Mods: Socially Inept
Defender: Manipulation + Subterfuge + Same Status used by Initiator +/- Modifiers
+1 Mods: Exalted; Dependable; Faultless
-1 Mods: None
Initiator: Intelligence or Wits + Politics + Applicable Status +/- Modifiers
+1 Mods: Fence-sitter; Lucky; Organized; Serene; Thorough; Wallflower; Wise
-1 Mods: Socially Inept
Defender: Manipulation + Subterfuge + Same Status used by Initiator +/- Modifiers
+1 Mods: Exalted; Dependable; Faultless
-1 Mods: None
Overhear or Lip Read a Whisper
There are varying rolls for overhearing a whisper, and Heightened Senses does not always help in a particular situation when trying to overhear said whisper. If it does, however, Heightened Senses allows +2 Dice onto such a roll.
Initiator is nearby, and the room is quiet:
Initiator: Wits + Socialize +/- Modifiers
Defender: Presence + Socialize or Subterfuge
Initiator is nearby, and in another conversation:
Initiator: Wits + Socialize -2 +/- Modifiers
Defender: Presence + Socialize or Subterfuge
Initiator is nearby, not in another conversation and in a bar or club:
Initiator: Wits + Socialize -3 +/- Modifiers
Defender: Presence + Socialize or Subterfuge
There are varying rolls for overhearing a whisper, and Heightened Senses does not always help in a particular situation when trying to overhear said whisper. If it does, however, Heightened Senses allows +2 Dice onto such a roll.
Initiator is nearby, and the room is quiet:
Initiator: Wits + Socialize +/- Modifiers
Defender: Presence + Socialize or Subterfuge
Initiator: Wits + Socialize -2 +/- Modifiers
Defender: Presence + Socialize or Subterfuge
Initiator: Wits + Socialize -3 +/- Modifiers
Defender: Presence + Socialize or Subterfuge
Faux Pas Rolls (Covering Up)
Initiator: Wits + Socialize + Applicable Status +/- Modifiers
+1 Mods: Cherished; Exalted; Faultless; Lucky; Socially Inept
-1 Mods: Annoying; Eccentric; Oath-Breaker; Tactless; Violent; Vulgar
Defender: Manipulation + Socialize + Applicable Status +/- Modifiers
+1 Mods: Serene; Well-spoken
-1 Mods: Eccentric; Socially Inept
Initiator: Wits + Socialize + Applicable Status +/- Modifiers
+1 Mods: Cherished; Exalted; Faultless; Lucky; Socially Inept
-1 Mods: Annoying; Eccentric; Oath-Breaker; Tactless; Violent; Vulgar
Defender: Manipulation + Socialize + Applicable Status +/- Modifiers
+1 Mods: Serene; Well-spoken
-1 Mods: Eccentric; Socially Inept
Intimidation Rolls
Initiator: Presence or Strength + Intimidation + Applicable Status +/- Modifiers
+1 Mods: Dreaded; Exalted; Feared; Influential; Protected; Violent; Well-Connected
-1 Mods: Annoying; Coward; Wallflower
Defender: Wits or Stamina (Str-Intim) + Resolve + Same Status used by Initiator +/- Modifiers
+1 Mods: Honorable; Influential; Lucky; Malcontent; Organized; Protected; Serene; Trustworthy
-1 Mods: Coward
Initiator: Presence or Strength + Intimidation + Applicable Status +/- Modifiers
+1 Mods: Dreaded; Exalted; Feared; Influential; Protected; Violent; Well-Connected
-1 Mods: Annoying; Coward; Wallflower
Defender: Wits or Stamina (Str-Intim) + Resolve + Same Status used by Initiator +/- Modifiers
+1 Mods: Honorable; Influential; Lucky; Malcontent; Organized; Protected; Serene; Trustworthy
-1 Mods: Coward
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