Common Rolls

Common rolls and why you’d make them

To make it easier, I thought I’d lay out the rolls that you’ll be most commonly asked to make, why you’d make them, and how to make them. To make things easier, you might just calculate these out on your sheet so you don’t have to figure them out each time you need them. The assets in italics do not always apply, so they vary from situation to situation.

Initiative Check – This roll determines where you act in the round, in what order.

  • 2d6 + Alertness DM + Lightning Reflexes – Coward – Non-fightin’ Type

Willpower check – This is a check to see if you can control yourself, to overcome something.

  • 2d6 + Willpower DM + Discipline skill (0 if you don’t have it) + Religiosity + Steady Calm – Chip on your Shoulder

Endurance check – Resisting poison, intoxication, or other debilitating effects

  • 2d6 + Endurance DM + Healthy as a Horse or Heavy Tolerance – Lightweight

Perception check – To see if you notice something that is not particularly obvious

  • 2d6 + Alertness DM + Perception skill (0 if you don’t have it) + Nose for Trouble + Sharp Sense + Talented

Fire your weapon – To see if you hit something with your firearm

  • 2d6 + Dexterity DM + Gun Combat (-3 if you don’t have it) + Talented – Coward – Non-fightin’ Type

Hit someone with your melee weapon – To see if you land your blow

  • 2d6 + Strength or Dexterity DM (based upon weapon) + Melee Weapon skill (-3 if you don’t have it) + Fightin’ Type + Talented – Coward – Non-fightin’ Type

Note about “handedness”: You are -2 to do any action with your secondary hand that’s one-handed (such as using a melee weapon or firearm). If you are using two weapons, one in each hand, you are -1 in the primary and -3 in the secondary, for all actions, but may make 2 attacks around. If you have the Asset Two Fisted Fighting, you have no penalty in your off hand for a single weapon, and if you’re using 2 weapons there is no penalty on your primary hand and only a -1 on your secondary.

Persuade someone to do something – There is a “hidden” modifier based upon how willing the person was originally to do the act

  • 2d6 + Social DM + Persuade skill (-3 if you don’t have it) + Allure + Good Name + Sweet and Cheerful + Talented – Amorous – Branded – Crude – Forked Tongue

Lie to someone convincingly – A “hidden” modifier based upon how outlandish the lie is.

  • 2d6 + Social DM + Deception skill (-3 if you don’t have it) + Talented – Straight Shooter

Resist being Lied to/Persuaded – How to detect if someone is lying to you or trying to convince you to do something you might not normally do

  • 2d6 + Willpower DM + Intelligence DM – Easy Mark

There are many more rolls, but these are the most common.

Uncommon rolls
“Pushing” onto someone – Using the Psionic power Push to put thoughts into someone’s head. Since normal people’s Psionic is 0, it’s easier to push onto a normal than someone who is “active”. Actives are fundamentally more aware of their minds and significantly harder to push onto.

  • 2d6 + Willpower DM + Psionic DM + Push Skill + Talents, this is vs 8 + the target’s Psionic stat (not DM) + target’s Willpower DM + target’s Reader or Push skill

This roll is also modified based upon the suggestion’s difficulty. This modifier is added to the roll:
*+2 for something the target would do anyway (protect children, etc)
*+0 for something the target would not mind doing (go somewhere safe, take a break from work, etc)
*-2 for something the target does not wish to do (turn a blind eye, let someone shop lift, etc)
*-4 for something the target will not do (let someone into a secured area in violation of their job, steal something themselves)
*-6 for something the target is morally opposed to doing (kill someone they don’t know)
*-8 for something the target is violently opposed to doing (kill themselves or a loved one)

Common Rolls

Serenity RPG MacAllen