Dresden Files: Washington, D.C. - The 5th Floor
- 7 Epic
- 5 Superb
- 3 Good
- 1 Average
- +0 Mediocre
- -1 Poor
- -2 Terrible
- Avoiding Surprise: Skill Check vs Stealth to avoid an ambush. Failed Check means defense values are Mediocre (+0) in the first exchange.
- Combat Initiative: Physical Conflicts – Act in order of Alertness descending. Ties are broken by Athletics.
- Passive Awareness: Skill Check to notice things around you passively. Will affect how much detail you are given about a particular scene that you notice without declaration.
- Climbing: Skill Check vs Difficulty to climb an obstacle. Shifts decrease time required for completion.
- Dodging: Skill Check vs Physical Attacks to avoid attacks.
- Falling: Skill Check vs Difficulty to prevent damage while falling.
- Jumping: Skill Check vs Difficulty to leap a chasm. Difficulty is the bare minimum required to clear a distance so Shifts are important.
- Sprinting: Skill Check vs Mediocre(+0) difficulty to move a number of zones equal to Shifts acquired.
- Other Physical Activities: Skill Check vs Difficulty involving activities that primarily involve yourself. Can be limited by Endurance if an extended event. Can be modified by Might.
- Casing: Assessment/Declaration of security facts.
- Infiltration: Invoke “Cased” Aspects. Modify your Stealth, Contacts or Deceit rolls
- Lockpicking: Skill Check vs Difficulty. Modified by Craftsmanship (mechanical locks) or Scholarship (Electronics).
- Gathering Information: Craft a Question to be answered. Describe where you will try to gather information from. Skill Check vs Difficulty. If you pass, you get information for the Question asked. If you fail, you can spend additional time for success.
- Getting the Tip Off: Social Alertness.
- Knowing People: Skill Check vs Difficulty for a Declaration of contacts at hand.
- Rumors: Craft a Rumor. Skill Check vs Difficulty for a Declaration of a “sticky” Aspect or a Social Attack. Skill Check is the Contacts difficulty of the target to find out who started the Rumor as well.
- Acts of Faith: Defense Check vs Mental or Social attacks when designed to undermine your faith in religion, yourself, your friends, or a strongly held belief.
- Breaking: Skill Check vs Difficulty to deal stress as an attack or declare maneuvers against physical objects. May require tools.
- Building: Skill Check vs Difficulty to build physical objects as declarations. May require tools.
- Fixing: Skill Check vs Difficulty to repair physical objects. May require tools.
- Cat and Mouse: Skill Check vs Difficulty to riposte in a social attack with a declaration of a consequence on your target. If you fail, the lie will be revealed if you lose the conflict.
- Disguise: Skill Check vs Difficulty for the quality of the disguise. May use Performance to modify Deceit when attempting a disguised identity.
- Distraction and Misdirection: Skill Check vs Difficulty to hide small objects, misplace or distract attention away.
- False Face Forward: Defense vs Social Attacks to lull an opponent into underestimating you. Modified by Rapport. If you succeed, you can provide False Information to your opponent. Against Empathy, you provide a False Aspect to your opponent that results in a wasted Fate Point.