Common Dice Rolls

Mental

 * General Perception: Wits + Composure
 * Lying: Manipulation + subterfuge vs Wits + Subterfuge
 * or vs. Intelligencee + Empathy (+ Auspex)
 * Predators Taint: Resolve + Composure
 * Detecting lies: Wits + Subterfuge or Intell + Empathy (+Auspex) vs Manipulation + Subterfuge
 * Bypass Security: Dex + Larceny, extended (5 - 15 successes needed, each represents 3 minutes of work)
 * Create Art: Intelligence + Crafts (4-15 successes needed, each roll 30 minutes of work)
 * Exam Crime Scene: Wits + Investigation (3 - 10 succeses needed, each roll 10 minutes)
 * Remembering: Intelligence + Composure
 * Resisting Coercion: Resolve + Wits or Resolve + Stamina
 * Solving Enigmas: Intelligence + Investigation
 * Sleight of Hand: Dex + Larceny vs Wits + Composure or Wits + Larceny
 * Shadowing: Wits + Stealth vs Wits + Composure or Wits + Larceny
 * Vehicle Tailing: Wits + Drive + Handling vs Wits + Composure
 * Vehicle Pursuit: Dex + Drive + Handling vs Dex + Drive + Handling (extending and contested)
 * Black Market Acquisitions: Manipulation + Streetwise (2 - 10 successes, each roll one day of searching)
 * Driving: Dex + Drive + Handling (car)
 * Seduction: Presence + Persuasion or Manipulation + Persuasion vs Wits + Composure
 * Repair: Dex + Crafts (4-10 successes needed, each represents 30 minutes)
 * Interrogation: Wits + Intimidation vs Stamina + Resolve (extended and contested, interrogator must equal subjects's wp)
 * Disguise: Wits + Subterfuge vs Wits + Subterfuge (contested)
 * Harvest: Wits + Crafts vs Harvest Difficulty (contested)

Physical

 * Climbing: Strength + Athletics (1 success for 10 feet of height)
 * Catching Objects: Dex + Athletics
 * Foot Chase: Stamina + Athletics vs Stamina + Athletics (extended and contested)
 * Jumping: Strength + Athletics
 * Lockpicking: Dex + Larceny ( 2 - 12 successes)
 * Ranged Combat (guns & bows): Dex + Firearms minus target's armor
 * Ranged Combat (thrown weapons): Dex + Athletics minus target's defense + armor
 * Close Combat, armed: Dex + Weaponry minus target's defense + armor
 * Close Combat, unarmed: Strength + Brawl minus target's defense + armor
 * Casting Magic: Gnosis + Intelligence - target's magical resistance + magically resistant armor