Abilities

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Abilities


Frequently Asked Questions

Here are some topics that are routinely brought up. If you question is not answered here, please open a +request.

IMPORTANT NOTE: Some abilities listed are restricted. If you are unsure if your PC is eligible for it, ask staff.

What's the number scale for abilities?

Abilities
Dot-filled.png Novice. For academic subjects, think 'high school' (and you actually remember it).
Dot-filled.pngDot-filled.png Practiced. Think 'bachelor's degree'.
Dot-filled.pngDot-filled.pngDot-filled.png Competent. Think 'master's degree'. You could probably build a decent career around this if you wanted.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert. Think 'doctorate'.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master. Only a handful of mortals in the entire world reach this level.

Most dice pools consist of an attribute (also 0 to 5) plus an ability. For instance, in a foot race, Alice (Dexterity 4 Athletics 1 = total 5) and Bob (Dexterity 2 Athletics 3 = total 5) will be about even, but Charlie (Dexterity 4 Athletics 3 = total 7) will probably beat them both.

Lack of ability

What if I need to roll an ability that I don't have?

  • Treat the ability as zero.
  • Talents: No difficulty penalty. (VtM 120 et al)
  • Skills: +1 difficulty. (VtM 123 et al)
  • Knowledge: Auto-fail unless the ST decides otherwise. (VtM 126 et al)
  • This includes supernatural powers using the ability in a dice pool, unless the power says otherwise.
  • Exception: For supernatural perception (e.g. Awareness, Kenning), if you don't have it, then you auto-fail.

What are secondary abilities?

  • More specialized than primary abilities.
  • Typical base difficulty for all rolls is 6.
    • If a roll is stated in terms of a primary ability, then a relevant secondary ability can be substituted at -1 difficulty.
    • If a roll is stated in terms of a secondary ability, then a relevant primary ability can be substituted at +1 difficulty.
    • If a substitution is explicitly mentioned, then it's reiterating these clauses, not stacking with them.
    • Substitutions should be evaluated on a conceptual basis. There is some overlap. There is no centralized list of "the one and only primary ability that includes each secondary ability".
    • Substitutions for supernatural powers (with an ability in the dice pool) is not automatically allowed, in either direction, however the ST may choose to allow it.
  • During character generation, a dot in a secondary ability costs half as much as a dot in a primary ability.
    • You can spend one of your baseline points on two dots in secondaries instead of one dot in primaries.
    • You can buy additional secondary dots for 1 freebie each.
    • Your baseline still can't raise secondaries above 3 (that requires freebies).
  • After character generation, buying/raising a secondary ability costs the same amount of XP as a primary at the same level.
  • This is loosely based on Players Guide to Garou page 177 (but the chargen costs are higher).

Specialties

Some sphere books speak about having to take a specialty with dot 1 in an ability (i.e.: Crafts, Science, etc), and then rebuying that ability from dot 1 again for a different type therein. We do not practice that on City of Hope. Please review out Specialties wiki page and House Rules for more of how we deal with specialties since we consolidated the rules as not all spheres handled it the same.

ListStats

Primary Talents

Details

Alertness

Details

This talent indicates your character's (small-a) awareness of the world around her. She is practiced in keeping one ear to the wind and one eye to the sky, even when distracted with other things. Alertness is a measure of how well your character picks up on subtle details and changes in her environment. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).

Accounting
Dot-filled.png Novice: You're no mindless drone.
Dot-filled.pngDot-filled.png Practiced: Habitual eavesdropper.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You keep a sharp eye on your surroundings.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Whether from paranoia or good sense you are rarely caught off guard.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your senses are on par with those of a wild animal.


References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 106
WW92051 Wraith: the Oblivion (20th Anniversary) 132
WW92041 Changeling: the Dreaming (20th Anniversary) 162
WW8200 Demon: The Fallen 140

Athletics

Details

Athletics is aptitude for physical exertion, be it during relatively formal sports or simply in the course of active life. Climbing rocky cliffs, leaping chasms or playing brilliant games of badminton are all Athletics-based feats. This ability describes your character's general athletic prowess in both team and individual sports. It assumes a familiarity with the rules and play of the sport in question. Athletic feats that are directly related to combat are covered by Brawl, Dodge, Melee, and the other combat abilities, except in the case of thrown weapons. These require Athletics.

Athletics
Dot-filled.png Novice: You lead a moderately active existence.
Dot-filled.pngDot-filled.png Practiced: You can compete effectively in local sporting competitions.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can support yourself, at least in large measure, with the prizes you win in challenges of physical excellence.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Stories of your prowess circulate widely.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your reputation precedes you, and would-be rivals feel awe at your ability.


References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 106
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW92041 Changeling: the Dreaming (20th Anniversary) 162
WW8200 Demon: The Fallen 141

Awareness

Details

Similar to Alertness, but for supernatural things not obvious to normal senses. See House Rules/Awareness.

Awareness
Dot-filled.png Novice:You pick up strange vibes from certain places and people sometimes.
Dot-filled.pngDot-filled.png Practiced:You know the supernatural when you see it or come in close contact with it.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can sense the flow of hidden forces through the world, peering behind the veil of mundane life.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You pick up on subtle and hidden supernatural forces all around you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master:You can sense a supernatural influence anywhere nearby, and you sometimes pick up on more distant forces, if they’re strong enough.


References:
WW4600 Mage: The Ascension (Revised) 106
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW8200 Demon: The Fallen 141

Brawl

Details

Brawling is the ability to fight without a weapon, including basic hand-to-hand maneuvers such as punching, kicking, grappling, throwing, scratching and biting. Brawling can get quite ruthless and sometimes inflicts serious damage if done properly.

Brawl
Dot-filled.png Novice: You don't immediately fold in the face of a fight.
Dot-filled.pngDot-filled.png Practiced: You've had your share of tussels with neighbors and other local brawlers.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You fight with confidence and competence, and you can count on winning or at least coming through a fight and remaining standing.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can take on most opponents and expect to win.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You do as much with your fists as many soldiers and knights do with their weapons.

References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 107
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW92041 Changeling: the Dreaming (20th Anniversary) 162
WW8200 Demon: The Fallen 141

Do

Details

The Do skill represents a character’s all-around dedication to Akashic training methods, with an emphasis on the Dharmamukti, or unarmed combat arts. Do is the “secret art” whose many names are whispered of in martial arts legends, the progenitor of more modern forms and the most efficient, effective style of unarmed combat in existence. As a vital part of the Akashic paradigm, it serves as the focus for much of the Brotherhood’s magic. So much so that the magical and mundane aspects of the art are considered inseparable.

Other Abilities must be purchased to learn it, and it is restricted to Akashic Brothers and very close allies. For more information, see WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 61 and Advanced Combat

Do
Dot-filled.png Novice: Sometimes, the right movements come naturally, but usually you just respond by reflex.
Dot-filled.pngDot-filled.png Practiced: Your mind and body work efficiently together, but remain separated by a lack of understanding.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can call yourself a Tao-shih without your master raising an eyebrow in amusement.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Reflex and perception are one. Junior Akashics call you Sihing.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You never plan your movements in advance, or use a particular technique. You are movement and technique, and your actions flow with the Wheel.

Possessed by:
Akashic Brothers

References:
WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 58
WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 61

Dodge

Details

Whether your character dives for cover, ducks a punch or sidesteps an arrow, he knows the best way to avoid injury is not getting hit. Dodge simply describes your character's ability to get out of the way of any oncoming attacks.

Dodge is the ability to get out of harm's way, whether in combat or in the face of other sorts of danger. It encompasses the use of cover and agile maneuvering, and it comes from the systematic training of a knight or the tough-and-ready experience and instincts of a thief or brawler. Dodges plays a crucial role in survival of any character who fights often, greatly increasing his chances of escaping damage.

Dodge
Dot-filled.png Novice: You reflexively avoid most minor sources of injury and show a measure of grace in your movements.
Dot-filled.pngDot-filled.png Practiced: You're hard to hurt unless someone or something catches you by surprise.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: It takes serious effort for an opponent to hit you, you get out of the way of most thrown objects as well as immediate dangers.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Only skilled warriors can expect to hurt you very much.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Wherever a threat is, you're almost inevitable somewhere else.


References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW8200 Demon: The Fallen 142

Empathy

Details

Empathy is the ability to pinpoint what others are feeling. Through awareness of their facial expressions, body language and tone, your character gains a sense of the other person's general attitude, including her emotional state and her motives. With high levels of this trait, your character can sometimes tell whether someone is lying or not. Successful use of this talent prior to attempting to persuade, intimidate or use subterfuge on the same person reduces the difficulty number on the second action by one; failure increases the difficulty number by one.

Empathy
Dot-filled.png Novice: You seem sympathetic to people with whom you share something in common.
Dot-filled.pngDot-filled.png Practiced: You share others' joys and sorrows, even when you haven't made any particular effort at it.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You display keen insights into others' souls and enjoy a measure of respect or fear depending on how you use your wisdom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Few people can deceive you. Enemies mutter that you deal with dark powers, and friends believe that God has given you special perception.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Nothing human is mysterious to you.


References:
WW2300 Vampire The Masquerade (Revised Edition) 121
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 141

Expression

Details

Expression is the art of getting your point across, no matter what the medium. Expression covers the creation and delivery of speeches, poetry, and other writing.

Expression
Dot-filled.png Novice: Your talent has matured past crude poetry on notebook paper.
Dot-filled.pngDot-filled.png Practiced: You could lead a college debate team.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could be a successful writer.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your work is Pulitzer material.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A visionary as yourself comes along only once in every generation.


References:
WW2300 Vampire The Masquerade (Revised Edition) 121
WW3801 Werewolf The Apocalypse (Revised Edition) 112
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 142

Intimidation

Details

The art of intimidation takes many forms from subtle threats to outright physical harm. Choice of method depends on the time, the place and those involved. Characters with this talent know how to get what they want from others when they want it.

Intimidation
Dot-filled.png Novice: Crude teenage bully
Dot-filled.pngDot-filled.png Practiced: Mugger
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Drill sergeant
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your air of authority cows casual passersby.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can frighten off vicious animals.

References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 112
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 142

Kenning

Details

Kenning is the faerie sight, the ability to sense Glamour in whatever form it takes, be it a chimera, a changeling, or a freehold. Among other things, this talent allows a changeling to recognize a changeling who has slipped into the Mists or who has yet to achieve Chrysalis, sense the relative power of a chimera, and locate freeholds and trods. This insight is usually an impression. Gremayre is required to know specifics about what the changeling senses.

Kenning
Dot-filled.png Novice: Glamour tickles your senses.
Dot-filled.pngDot-filled.png Practiced: You get impressions from locations that house freeholds.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can recognize an Undone changeling.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Even the faintest traces of Glamour are clear to you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The world of the supernatural is laid bare before you.

Possessed by:
Changelings

References:
WW92041 Changeling: the Dreaming (20th Anniversary) 163

Leadership

Details

You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people's desires than it does with presenting yourself as the sort of person they want to follow. This Talent is usually paired with Charisma rather than Manipulation.

Leadership
Dot-filled.png Novice: Captain of your Little League team
Dot-filled.pngDot-filled.png Practiced: Student body president
Dot-filled.pngDot-filled.pngDot-filled.png Competent: An effective CEO
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Presidential material
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could be the lord and master of a nation.


References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 136
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 143

Primal Urge

Details

This talent describes not only the bestial nature inside every shifter (or animal, for that matter), but also the level of gut feelings the character has in nonhuman forms. Characters with high Primal Urge can more easily rely on animal instincts for guidance and find it easier to transform into their non-human shapes. Moreover, werewolves with strong Primal-Urge find it easier to assume their various forms or take on partial transformations.

Primal Urge
Dot-filled.png Novice: Captain of your Little League team
Dot-filled.pngDot-filled.png Practiced: Student body president
Dot-filled.pngDot-filled.pngDot-filled.png Competent: An effective CEO
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Presidential material
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could be the lord and master of a nation.

Possessed by:
Shifters

References:
WW3801 Werewolf The Apocalypse (Revised Edition) 113

Shentao

Details

This is the Hsien version of Kenning. When it refers to Dragon Nests, it is speaking of the Hsien version of the Changeling Holdings Background. It does not actually refer to Dragons (as in bygones).

Somewhere in the nexus of magic, Intuition, and Perception lays Shentao. It is the ability to perceive the shen and those humans who consort or hunt them. It is also the ability to divine the presence of dragon lines and dragon nests. Shentao is partly cultural, therefore, hsien find it difficult to interpret the nature of Western supernaturals (+2 to the difficulty number).

Shentao
Dot-filled.png Novice: You know if you're sleeping on a dragon nest, or if you just slept with a shen.
Dot-filled.pngDot-filled.png Practiced: You can locate dragon nests with ease. You always find True Jade.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can spot hsien, if given enough time. Sometimes you can determine the presence of other shen. You often find yourself traveling along dragon lines quite naturally.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can spot hsien unerringly. You can spot other shen if given enough time. Sometimes you can spot Western supernaturals as well.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your gaze eventually reveals almost every supernatural item, place or being.

Possessed by:
Hsien

References:
WW7308 Land of Eight Million Dreams 88

Streetwise

Details

The streets can be a major source of information, aid and money, but their culture and rules of conduct are as complex as the noble courts. The streetwise talent indicates how versed your character is with the local rumor mill, street slang and street etiquette. It represents her savvy when among the less desirable elements of society, and determines not only how well she can survive but thrive and fit in among them.

Streetwise
Dot-filled.png Novice: You know which neighborhoods to avoid.
Dot-filled.pngDot-filled.png Practiced: You're accorded respect on the street.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could head your own gang.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have little to fear in even the worst neighborhoods.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: If you haven't heard it, it hasn't been said.


References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 113
WW4600 Mage: The Ascension (Revised) 109
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 144

Subterfuge

Details

This trait determines your character's ability to conceal his motives and feelings. Moreover, it allows him to decipher the motives of others and use their own plans against them. Subterfuge is the fine art of lying, deceit and underhanded manipulation. Characters skilled in this talent know how to call upon their best theatrics to influence situations and divert the blame without others realizing they've been manipulated.

Subterfuge
Dot-filled.png Novice: You tell the occasional little white lie.
Dot-filled.pngDot-filled.png Practiced: Vampire
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Criminal lawyer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Deep-cover agent or CIA.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're the very last person anyone would suspect.


References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 113
WW4600 Mage: The Ascension (Revised) 109
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 164
WW8200 Demon: The Fallen 144

Secondary Talents

Details

Acting

Details

You are practiced at feigning emotions, beliefs or frames of mind. Even if you have never been on stage before, you could do an adequate job if you were ever thrust upon it. Howeve, simply because you have this Ability does not mean you use it unethically. Many honorable politicians have used it to lend power and depth to their speeches (notably Churchill and Roosevelt). You are able to feign tears, anger, friendliness and virtue.


Acting
Dot-filled.png Novice: A rank amateur, you can feign sickness.
Dot-filled.pngDot-filled.png Practiced: You have developed a wide range of acting ability.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are capable of playing almost any role.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are certainly a professional, or have that potential.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could win, or have won, an Academy Award.


References:
WW4014 Guide to the Technocracy 145
WW7100 Player's Guide for Changeling the Dreaming 35

Artistic Expression

Details

You have the talent to produce works of art in various media. You can produce saleable works of two- or threedimensional art, and understand something of the technical aspects of paintings and sketches. You are able to sketch a reasonably accurate rendition of a place or person.

Dot-filled.png Novice: Your work is simple, seen as charmingly naive by some and as amateurish by others.
Dot-filled.pngDot-filled.png Practiced: Your work could win prizes at local art society shows.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could get a showing in a minor gallery.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your work is widely admired, and galleries contact you about mounting exhibitions. You are invited to teach at local art colleges.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are acknowledged as a driving force in contemporary art. Your work commands enormous prices, and is found in art museums as well as commercial galleries and private collections.


References:
WW2206 Vampire Players Guide, 2nd Ed. 22
WW2302 Guide to the Camarilla 69
WW7100 Player's Guide for Changeling the Dreaming 35
WW92041 Changeling: the Dreaming (20th Anniversary) 164

Biorhythms

Details

You have the ability to make changes in your metabolism and other bodily functions. These alterations may consist of small tweaks to such aspects of your physiology as body temperature, or large-scale system shutdowns that allow you to survive catastrophic circumstances.

While ursine Gurahl must take two dots in the Talent to reflect their basic bear heritage, human-born werebears may find this Ability incredibly useful in many circumstances. Advanced levels enable you to fine-tune your metabolism so that nearly every part of your body comes under conscious control. Practical applications include control of respiratory functions, pain management, fertility, and blood circulation.

Biorhythms
Dot-filled.png Novice: You can make minor adjustments in internal body temperature and heart rate.
Dot-filled.pngDot-filled.png Practiced: You can mimic the process of hibernation by slowing down your metabolism.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can exercise phenomenal control over your respiratory and involuntary muscle systems.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can isolate single portions of your metabolism while leaving others untouched.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The most renowned yogis in the world have nothing on you; you can go so far as to stop your heart and restart it after a prolonged hiatus.

Possessed by:
Gurahl

References:
WW3079 Gurahl 86+

Blatancy

Details

You specialize in doing vulgar magick in plain sight and having Sleepers accept it. You may be a stage magician with a large following or a faith healer who prepares the faithful to accept miracles. Or you may just appear to be so weird and outlandish that compared to yourself, the things you do are mundane. This Talent can be combined with Manipulation to make Sleepers view vulgar magick as coincidental. Note that this Talent only works under the right circumstances; throwing fireballs down Main Street would be considered vulgar no matter what the cover might be.

Blatancy
Dot-filled.png Novice: It's amazing how you pull gold bricks out of people's ears. How'd you do that trick?
Dot-filled.pngDot-filled.png Practiced: Only a weirdo would tape rubber bat wings to a cat and throw it out the window. Good thing it landed okay. Someone should call the Humane Society.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: The giant robot in your garage is really neat, and the kids love watching it walk around when you hook up the rubber brain in the jar. Would you consider letting the school use it for their Haunted House?
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Mrs. Wilson is on the roof again with her broomstick. It's really sad how she's gotten since her husband died. Poor woman. I think she really thinks she's a witch. But would you explain to the children that what we saw was just the wind and that we did not see her flying?
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: I'm a toad! Cool! Give me another hit of that stuff, man. This trip is really funky.


Possessed by:
Mages

References:
WW4050 Book of Shadows Mage Players Guide 14

Carousing

Details

This is the ability to have a good time at a party or other social occasion, and to make sure others around you also have a good time. Normally, it involves a mixture of eating, drinking and good cheer. On a successful roll of Manipulation + Carousing, the character can make a lasting good impression on everyone around him; this can be helpful for trying to make friends, garner information or distract the attendees while a partner rifles the coat room.

Vampire: Carousing also includes the ability to appear to eat and drink, normally, without actually doing so. Using this Ability, one of the Kindred could attend an opening-night cast party without arousing any suspicion. On a successful roll of Manipulation + Carousing, no one notices that the character neither eats nor drinks.

The difficulty of the roll depends on the social event: three or less for a house party with a buffet, seven or more for a sitdown dinner. This Ability can also be used to determine how entertaining and popular the character is at a party or event.

Carousing
Dot-filled.png Novice: Good ol' Uncle Bill
Dot-filled.pngDot-filled.png Practiced: Jake the Frat Rat
Dot-filled.pngDot-filled.pngDot-filled.png Competent: James Bond
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: The Three Musketeers
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Bluto in "Animal House"
Carousing (For Vampires)
Dot-filled.png Novice: You can plead a small appetite or recent illness.
Dot-filled.pngDot-filled.png Practiced: Perhaps you’re watching your diet.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A charming dinner companion.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You obviously enjoyed the food.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You even called for seconds.


References:
WW2206 Vampire Players Guide, 2nd Ed. 22
WW2301 Vampire Storytellers Companion 22
WW2302 Guide to the Camarilla 69
WW7100 Player's Guide for Changeling the Dreaming 35
WW92041 Changeling: the Dreaming (20th Anniversary) 164

Diplomacy

Details

You have the ability to deal with people of all types and creeds. Even when handling touchy subjects, you are able to get results without ruffling too many feathers.

Diplomacy
Dot-filled.png Novice: You can state your position without driving anyone away from the negotiating table.
Dot-filled.pngDot-filled.png Practiced: Friends ask you to deal with things for them.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could shine in management or personnel.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could be a professional union negotiator or ombudsman.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can defuse nearly any situation, from an industrial dispute to a religious war.


References:
WW2302 Guide to the Camarilla 67
WW7100 Player's Guide for Changeling the Dreaming 35

Dreamcraft (talent)

Details

You are the master of your own dreams and visions. At lower levels, you can exercise a bit of dream recall and initiation; at greater levels, you can attempt to gain conscious awareness during a dream (Manipulation + Dreaming, difficulty 6), consciously control your own actions within the dream (difficulty 7), and even try to alter your surroundings (difficulty 8).

Used during trances or meditations, this Talent can be a useful tool for puzzling through riddles, or understanding visions. A successful Wits + Dreamcraft roll might help you reduce the difficulty of Enigmas or Occult contest. Some magical traditions teach Dreamcraft techniques, and consider it an almost megical talent. Contemporary dream researchers and psychotherapists call this ability "lucid dreaming," and study it as if they could really learn something by quantifying dreams.

Dreamcraft (talent)
Dot-filled.png Novice: You can remember a previous dream in some degree of detail.
Dot-filled.pngDot-filled.png Practiced: You can "will" yourself into a specirfic kind of dream (a nightmare, a reoccurring vision, a memory-recall, etc.).
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You have limited control over your own dreams.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Dreams are familiar territory; you journey there to gather hints from your inner self.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Dreams sometimes seem more real than the waking world.


References:
WW4010 World of Darkness: Sorcerer 58

Fast Draw

Details

This Skill allows you to ready a weapon almost instantly. You can draw a weapon and have it ready for use just as if it had been in your hand all along.


Fast Draw
Dot-filled.png Novice: You have good reflexes.
Dot-filled.pngDot-filled.png Practiced: You’re good, but not great.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You would have lasted a little while in the Old West. You could work Wild West shows.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Pretty fast. You could headline your own act.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Greased lightning. You might have been able to take Billy the Kid.


References:
WW2302 Guide to the Camarilla 70
WW7100 Player's Guide for Changeling the Dreaming 47

Flight

Details

Alone among the Changing Breeds, Corax can fly. More than that, the wereravens love to fly, taking every opportunity to spread their wings and get some altitude. A Corax who doesn't excel at Flight is likely to take a lot of flak — of the verbal kind — from his cousins until he gets good at it. While all Corax have the ability to flyfrom Point A to Point B without crash-landing along the way, Flight demonstrates a wereraven's knack for serious aerial agility. Corax with Flight can navigate more accurately, squeeze through smaller spaces while airborne and perform more and more complicated acrobatic maneuvers. The talent also covers such related acts as pulling out of falls, landing on precarious surfaces, and picking things up without landing first.

Flight
Dot-filled.png Novice: You can take off and land without crashing too often.
Dot-filled.pngDot-filled.png Practiced: Trees and buildings areno obstacle.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can weave through brambles and skyscrapers with equal ease.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Nonatural creature cankeep up with you in the air.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Immelmans and barrel rolls? Blindfolded? No problem.


References:
WW2302 Guide to the Camarilla 115
WW3077 Corax 68

Fortune-telling

Details

You may or may not have the gift to tell accurate fortunes, but you can make people believe you do.

Changeling: While this Talent confers no magic in and of itself, it may add to your successes. For each 2 successes, reduce the difficulty of the Soothsay cantrip by 1.

Mage/Sorcerer/Psychic: While this Talent confers no magick in and of itself, it may add to your successes. For each 2 successes, reduce the difficutly of divination magick by 1.

Fortune-telling
Dot-filled.png Novice: You are able to use one method of divination adequately, and treat this Ability as a pastime.
Dot-filled.pngDot-filled.png Practiced: You can use one method of fortune telling well, and can tell someone general information that will apply to her.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know a lot about certain methods of fortune telling and can tell anyone detailed information that will apply to him.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are able to use multiple methods well, and have a keen understanding of what people want to hear.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: An oracle; Gypsies take lessons from you.

References:
WW2303 Guide to the Sabbat 88
WW4050 Book of Shadows Mage Players Guide 15
WW7100 Player's Guide for Changeling the Dreaming 36

Grace

Details

This is the ability to function "smoothly" in a social setting. Gossiping, cutting deals, making a good first impression on a visiting dignitary, and handling yourself in a salon of elders are all aspects of Grace. Graceless characters may be boorish, introverted or under-socialized. Those with higher Grace get along with people in any crowd and often have many contacts.

Grace
Dot-filled.png Novice: Debutante
Dot-filled.pngDot-filled.png Practiced: Senator
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Hollywood celebrity
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Public relations director
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Vampire prince


References:
WW2301 Vampire Storytellers Companion 15

Guile

Details

One with the Guile talent has a knack for cunning, craftiness, and artful duplicity. Acting like you have a job on Wall Street when you're actually unemployed would take a lot of guile.

While it generally has a negative connotation, people who have guile are also thought of as being wily, clever, and shrewd. Those who are free of guile are pure and upstanding.

Guile
Dot-filled.png Novice: Phil Harrison
Dot-filled.pngDot-filled.png Practiced: Londo Mollari
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Agent Coulson
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Voldemort
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Methos


References:
WW2002 Vampire The Masquerade (2nd Edition Text Only) 92

Haggling

Details

You are skilled at bargaining and can reduce another’s price, or get some other concession, under most circumstances.

Haggling
Dot-filled.png Novice: You can knock a few bucks off the price of something at a flea market or garage sale.
Dot-filled.pngDot-filled.png Practiced: You get used cars for what they're worth, not what they're marked.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can play the game of prestation better than any of your peers.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Princes ask you if they're getting a good deal.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can get what you want, when you want it for the price you are willing to pay - always.


References:
WW2302 Guide to the Camarilla 67

Helldiving

Details

Helldivers Helldive. This is practical knowledge of the Labryinth's ways. Veterans learn to recognize on a subconscious level when they are approaching a dead end, what sorts of formations are most likely to conceal ambushes, how to distinguish dangerous Plasmics from harmless ones and so on.

On the first dot's worth of Helldiving can be acquired through instruction. Further dots must be earned through experience.

Helldiving
Dot-filled.png Novice: You know that Oblivion is down and stygia up, and can find your way along routes you've traveled before.
Dot-filled.pngDot-filled.png Practiced: You travel safely through the Labyrinth's normal conditions without delay, and can cope with most unusual situations without too much complication.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can lead Helldiver bands and keep them together in the face of unforeseen changes and significant opposition.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You know as much about the Labyrinth as one can expect to without becoming Shadow-Eaten.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Charon used to bring his difficult question to you. Well, maybe not, but it's not like he's about to come back and contradict you....


Possessed by:
Wraiths: Doomslayers-Helldivers

References:
WW6064 Doomslayers: Into the Labyrinth 52

Homiletics

Details

You can give persuasive homilies, and inspirational sermons. You manage to turn almost any daily event into a life-enriching experience with many lessons to learn. This can be used from the pulpit, a street corner, or even the local bar.

Homiletics
Dot-filled.png Novice: You can retell a good homily you once heard.
Dot-filled.pngDot-filled.png Practiced: You can construct a small sermon of your own.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can do this every week if you have to.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You actually make people listen.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You have changed lives.


References:
WW2020 The Inquisition 54

Instruction

Details

You have a knack for imparting information and skills to others. You can explain things and demonstrate techniques in such a way that anyone who listens to you can easily learn. You can teach any of your Skills or Knowledges to another character, but you can never raise a student’s score above your own.

See +rules Instruction for mechanics on how this works to teach abilities to other PC for an XP discount.

Instruction
Dot-filled.png Novice: boy Scout merit badge instructor
Dot-filled.pngDot-filled.png Practiced: Elementary school teacher
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Calculus IV professor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: World-renowned lecturer in your chosen field
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Socrates


References:
WW2301 Vampire Storytellers Companion 16
WW3806 Players Guide to Garou (revised) p.177

Interrogation

Details

We want information... and you know how to get it. Your methods range from fast talk to threats and psychological warfare. In game terms, you roll your Manipulation + Interrogation to break a subject. Some methods work better than others with certain subjects, so define what you're doing and how before making the roll. The difficulty is usually equal to the subject's current Willpower rating, although subtle methods (simply talking rings around your subject until he accidentally lets the information drop) may require a simple difficulty 7 roll. Why break bones if you don't have to? (For raw force techniques, see "Torture.")

Interrogation
Dot-filled.png Novice: Small-town newspaper reporter
Dot-filled.pngDot-filled.png Practiced: Vice cop
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Psychiatrist
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: KGB "physician"
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Voivode from the Old World


References:
WW2301 Vampire Storyteller's Companion 17
WW4014 Guide to the Technocracy 149

Intrigue

Details

You know the finer points of plotting and deal-making in the halls of power. You understand the practical use of power (in sometimes threatening but always nonconfrontational ways) to achieve your own ends. This Talent also allows you to glean important facts about others in your social circle, and to separate truth from endless amounts of false and useless gossip.

Intrigue
Dot-filled.png Novice: You maneuver well agaisnt a single adversary.
Dot-filled.pngDot-filled.png Practiced: You can figure out how to subvert an organized enemy.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can handle multiple plots simultaneously.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You've woven a web of double- and triple-crosses, all to your benefit.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The rest of the Kindred are just so many puppets, dancing on your strings.


References:
WW2302 Guide to the Camarilla 68
WW4050 Book of Shadows Mage Players Guide 16
WW6007 Wraith Players Guide 41
WW7100 Player's Guide for Changeling the Dreaming 37

Intuition

Details

Unquantifiable and indefinable, Intuition is the quality that lets some individuals sort clues from a sea of false information and feel with perfect clarity when something is right. It covers a wide array of minor yet critical tasks, from sensing when someone's lying to you to realizing that your opponent is bluffing his way through his hand to putting clues together when the sum of the parts doesn't quite equal the whole. It is a sixth sense, gut feelings, and hunches.

Intuition
Dot-filled.png Novice: You've got a knack for making the right choice.
Dot-filled.pngDot-filled.png Practiced: You've learned to listen to and trust your instincts.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: When you have a a "bad feeling" about something, everyone listens.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could make a killing in the stock market.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You've always managed to make the right choice at the last minute... so far.


References:
WW2301 Vampire Storytellers Companion 16
WW7308 Land of Eight Million Dreams 88
WW8200 Demon: The Fallen 143

Juggling

Details
Juggling
Dot-filled.png Novice: You've dabbled. You can keep 2 props going for a few minutes.
Dot-filled.pngDot-filled.png Practiced: You've got a good grasp of the basics. You can keep 3 props going at least five minutes.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Other jugglers regard you as fairly skilled and competent. Someone can toss a fourth prop and you do not miss a beat.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are familiar with the subtle nuances and applications. Knives? No problem.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Chainsaws? Torches? No problem.

Note: Juggling is listed in some books as a specialty for Athletics and Acrobatics. COH has it in the database as a full secondary talent. Book references being used are for the Hobby Talent stat.

References:
WW2301 Vampire Storytellers Companion 22
WW92041 Changeling: the Dreaming (20th Anniversary) 164

Lucid Dreaming

Details

Dreams are something that happen to most people, and few are lucky to even remember. You have some degree of control over what happens and what it is about in your dreams. Achieving insight into your own subconscious and gaining many details for stories. Dreams gain special meaning and power within the Maya Realms, this talent is useful for building status and reputation amongst the Oneira lords and dream-spirits, and weaving new dreams and realities to populate the dream world. Without magic that lets you explore the Dream Realms, you will never know whether your dreams were merely self-restricted hallucination or epic fantasies envied by the mightiest of Oneira.

At lower levels, you have some control of dream recall and initiation. At greater skill levels, you can attempt to gain conscious awareness during any of your dreams with a roll of Perception + Lucid Dreaming vs 9. Success allows you to consciously control your own actions; you can even try to manipulat your immediate dream surrounds (difficulty 6+). This Talent can also be used while in trances or while meditating. It allows you to enter the borderlands between waking and dreaming, where reality and phantasm intermingle. This is a useful tool in puzzling through riddles which you're trying to solve, understanding visions, etc.

Lucid Dreaming
Dot-filled.png Novice: You eat heavy foods and watch strange movies to inspire your nightly sessions.
Dot-filled.pngDot-filled.png Practiced: You often dream about things that interest you.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: The contents of your dreams are open to change.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your dream world is a continuing project.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Do you ever wake up?


References:
WW4009 Halls of the Arcanum 55
WW4254 Sorcerer (Revised Edition) 50

Malkavian Time

Details

This Malkavian specific Trait represents a Lunatic's particular connection to her clan's shared sub-consciousness. It allows the Malkavian to "plug into" the floodwaters of the Madness Network and filter out messages, impulses, shared visions and knowledge of upcoming clan gatherings.

The Storyteller is usually the one making any Malkavian Time rolls, at least with regards to clan gatherings. The Storyteller rolls the character's Wits + Malkavian Time in secret, usually about a week before a significant gathering.

  • With one success, the Malkavian receives an impulse to immediately head to a specific locale — but only when the meeting's just starting.
  • Three successes allow the Lunatic to have about a night or two's forewarning, and a general idea

of the meeting's purpose. Five successes give the Malkavian warning a week early, and a very clear vision of the meeting's focus.

  • Six or more successes can actually be detrimental — at that point, it's entirely likely that the poor mad vampire has dipped too deeply, and is starting to receive pulses of his elders' derangements...

It's theoretically possible to actually, consciously send messages along the Network, but that doesn't mean that the Network is any sort of replacement (or even poor substitute) for a cell phone. For the most part, "sent" messages that manage to make it farther than a few feet are unconscious screams that channel a Malkavian's extreme emotion or pain.

For this reason, Malkavians with more than three dots in Malkavian Time can often hear a clanmate's death-scream, so long as it's in the same city. Despite the difficulty, it is possible to send deliberate, personalized messages from one person to the next along the Network, even without Dementation. It's tough as hell, but a Malkavian can always try. To make the attempt, the player rolls Wits + Malkavian Time vs 9. Success allows the Malkavian to transmit a message to one person within city limits (longer ranges are possible, but only at the Storyteller's discretion); the message can consist of up to two words per success.

Note that a Malkavian needn't have any dots at all in Malkavian Time to receive those hideous little broadcasts along the clan's frayed neural network. In fact, it often drives newly Embraced clan members... well, madder than usual when the messages start filtering into their brains without any hint as to their origins.

Malkavian Time
Dot-filled.png Novice: Your "cousins" are usually surprised when you manage to make it to a gathering.
Dot-filled.pngDot-filled.png Practiced: You've become accustomed to the occasional Call.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can sometimes hear echoes of messages that might not be intended for you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: When one of the family dies, you know.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are the undisputed local authority on what is necessary.

Possessed by:
Malkavians

References:
WW2353 Clanbook Malkavian (Revised Edition) 59

Masquerade

Details

Masquerade is the ability to falsely reproduce the frailites and subtle clues of mortality: breaking, a pulse, flushed skin, sneezing, mortal reflexes, etc. Masquerade may be rolled with a Social Attribute to determine how well the vampire fools the mortals around him. Any Vampire can pretend to breathe, but not every vampire can do it well.

Masquerade
Dot-filled.png Novice: You can pass in an unobservant crowd.
Dot-filled.pngDot-filled.png Practiced: You can fool a casual observer.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can fool someone who's examining you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can pass a routine physical exam.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Even a witch-hunter would be fooled.

Possessed by: Vampires

References:
WW2301 Vampire Storytellers Companion 18

Might

Details

Might is meant for moving mass with muscle. You haver trained as a body builder and are in a state of advanced buffitude. Or you have do so much manual labor that muscle has developed naturally. This Talent will not improve your damage rolls, or Brawl or Melee attacks, or really any good in combat unless you are lifting something heavy or trying to break something.

Might can be used to increase Strength when used for Encumbrance, Jumping, Lifting/Breaking, Opening/Closing, or Throwing rules. In that case, you can add dots of Might to Strength (and maybe even your Strength + Athletic pool when approved by the ST), but only when performing such static feats of brawn.

You cannot have more dots in Might than you have dots in Strength.

Might
Dot-filled.png Novice: "I'm going more for tone than mass." You have some decent muscle definition.
Dot-filled.pngDot-filled.png Practiced: "I love the manly smell of my weight belt in the morning." Your neck is vanishing.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: "Watch me crack this walnut with my bicep." You routinely rack every station on the Nautilus.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: "Watch me crack this walmut with my abs." You qualify as "muscle bound," and no one kicks sand in your face --- ever.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: "The madness is runnin wild. Snap into a slim jim!" Lucrative protein-drink endorsements are yours for the asking.


References:
WW8103 Hunter Book: Avenger 64

Mimicry

Details

You have a very versatile voice, and can imitate accents, people and sometimes other sounds.

Mimicry
Dot-filled.png Novice: You can passably duplicate a few accents, and can perform impressions of a couple of well-known personalities.
Dot-filled.pngDot-filled.png Practiced: You can duplicate a range of accents well enough to fool anyone but a native speaker, and can convincingly imitate a range of celebrities and others.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could do this on stage. You can pick up someone's vocal mannerisms by studying them for a couple of hours, and subsequently imitate them well enough to fool someone who doesn’t know the person well.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can imitate a specific person well enough to fool someone on the phone, and pass as a native speaker in an accent similar to your own. You can duplicate a range of animal and technological noises.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: There is almost no accent, person or noise you can’t imitate.


References:
WW2301 Vampire Storytellers Companion 19
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW3806 Players Guide to Garou 178
WW4050 Book of Shadows Mage Players Guide 16
WW7100 Player's Guide for Changeling the Dreaming 37

Negotiation

Details

You know the art of the deal. Whether you're fixing a sticky labor dispute, striking a pact with a vampire or convincing some blue-painted retropagan to join the 21st century, you can get what you want while making your "partners" feel as though they've gotten the best of you.

There's more to a good deal than just making an offer: You know how to approach a "partner," how to appeal to her wants or needs, how to play up to her vanity without coming off like a sap and when and how to put the screws on. If you're brokering a deal for other parties, you understand how to make them both happy while getting what you want. That, ultimately, is the bottom line.

Negotiation
Dot-filled.png Novice: Trading card collector.
Dot-filled.pngDot-filled.png Practiced: Family councilor.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Labor negotiator.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Hostage crisis specialist.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: UN diplomat.


References:
WW4014 Guide to the Technocracy 145

Newspeak

Details

WW4014 Guide to the Technocracy 145+ A new age demands new words. You specialize in coining them. Hyphens do not exist in youor world; you spread disinformatin, deimprotantize malefactors, create credibility gaps and declare coprosperity. When the need arises, you specialize in B-52ing buzwords and positroning sundbites for media conspicuscomp. Confusing! Not as cnofusing as you can be once you get going! A Social Trait-based Newspeak roll can excite or incite (Charisma + Newspeak); impress, intimidate or confuse (Manipulation + Newspeak) and even sucker skeptics by playing beauty and brains against them (Appearance + Newspeak). All hail neocom!

Newspeak
Dot-filled.png Novice: Given time, you can spin out buzzwords.
Dot-filled.pngDot-filled.png Practiced: In a situation, you're a flash communicator.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Your neologic metaphases into masscom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Masspeak is youspeak. Youspeak is allspeak.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could make Orwell's head explode.


References:
WW4014 Guide to the Technocracy 145

Panhandling

Details

You are a skilled beggar. You are able to get people to give you money just by asking for it. You know whom to ask, how to approach them, what to say and how to avoid the police. This Talent is useful for picking up quick cash or creating a cover.

Panhandling
Dot-filled.png Novice: You get most of your money shaking cans and washing windshields. You’re still working on a hard-luck story.
Dot-filled.pngDot-filled.png Practiced: You’re working on the story and using the classic lines, but you still manage to get little more than spare change.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You’re really smooth — you can even hit the hard-hearted for a few bucks.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Who needs a sob story when you can hustle and scam your way into big bucks from tourists and little old ladies?
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Dinners, rides home, cash for a bus ticket — easy as pie.


References:
WW2303 Guide to the Sabbat 88

Persuasion

Details

This Talent represents your character's ability to win others over to her way of thinking. The method used may involve subtle mental and emotional seduction or even outright begging, pleading, and cajoling. People with high Persuasion ratings tend to be natural leaders and advocates.

Persuasion
Dot-filled.png Novice: You can be convincing through a concentrated effort.
Dot-filled.pngDot-filled.png Practiced: You pinpoint the hole in another's position.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A professional debater, you are always on top of any argument.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You make others feel guilty for even disagreeing with you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You say "Jump," and they say, "How high."


References:
WW7300 Changeling The Dreaming (2nd Edition) 140

Poetic Expression

Details

You are able to craft words in ways that evoke thoughts, emotions and reactions from those who read them. It is rare for one person to be skilled at more than one specialty at one time, so choose carefully.

Poetic Expression
Dot-filled.png Novice: You can write a short poem or a short story is not out of your reach.
Dot-filled.pngDot-filled.png Practiced: You could publish your poetry or fiction in a local journal, or write basic hit- parade lyrics.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could get your novel or anthologies of your work published and make a profit.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are asked to do readings of your work for local societies nationwide, and aficionados snap up your works as soon as they are published.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your work is already being taught in English classes, and you are recognized as one of the foremost writers of your day.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69

Public Speaking

Details

You are able to mold the emotions of a crowd by making a speech. This might be at a political rally, in a courtroom, at a lecture or even at the barricades once the revolution is underway.

Public Speaking
Dot-filled.png Novice: Entertaining speaker
Dot-filled.pngDot-filled.png Practiced: Compelling speaker
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Inspiring speaker
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Popular champion
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Churchill or Hitler


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69

Scan

Details

You are practiced at noticing small details and changes in the environment when you purposely look at or listen to what is going on around you. This ability can only be used when you specifically say you are attempting to notice if anything is amiss—if you aren’t concentrating, this ability will do you no good.

Scan
Dot-filled.png Novice: If anyone notices police sirens, it’s you.
Dot-filled.pngDot-filled.png Practiced: Police could use your detective abilities.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: The slightest motion draws your attention.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Nothing escapes your glance.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can count the grains of salt on a pretzel by taste.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69
WW4050 Book of Shadows Mage Players Guide 16
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 38

Scrounging

Details

You have a knack for finding almost anything, under almost any circumstances. The masters of your craft can find a hot spring at the North Pole, or a mainframe computer in the heart of the Amazon Jungle, if necessary.

Scrounging
Dot-filled.png Novice: Occasionally you can pluck something off the scrap heap.
Dot-filled.pngDot-filled.png Practiced: You know where to look for hard-to-find items - and that includes some hard-to-find sources.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know if something can be found in under 24 hours.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have a network of potential sources for anything and everything you might need on short notice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can find anything, at any time, assuming it still exists.


References:
WW2302 Guide to the Camarilla 68
WW4050 Book of Shadows Mage Players Guide 16
WW7100 Player's Guide for Changeling the Dreaming 38

Search

Details

You know how best to go about looking for someone or something in a small area, where you can concentrate your perceptions. You can search for anything from a lost ring in your bedroom to the assassin who is hiding in the garden.

Search
Dot-filled.png Novice: You are good at finding lost items.
Dot-filled.pngDot-filled.png Practiced: Tell-tale signs (e.g. broken plants) are apparent to you.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know where to look.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Nothing escapes your glance.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can spot the Purloined Letter in two seconds flat.


References:
WW2302 Guide to the Camarilla 68
WW3108 Werewolf Players Guide (2nd Edition) 29
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW3806 Players Guide to Garou 178
WW4050 Book of Shadows Mage Players Guide 17
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 38

Seduction

Details

You know how to lure, attract and command the attention of others in a sexual manner. By the way you hold yourself, how you look at someone and even by the tone of your voice, you are able to arouse and excite those upon whom you practice your wiles. Once you have fully seduced someone, he will be willing to do nearly anything for you.

Seduction
Dot-filled.png Novice: Teenager
Dot-filled.pngDot-filled.png Practiced: The “older woman”
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Heartthrob
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Movie star
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The envy of vampires everywhere


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 43
WW2302 Guide to the Camarilla 69
WW4050 Book of Shadows Mage Players Guide 17
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 38

Sense Deception

Details

Over the years, you have developed the ability to know instinctively when people are not telling you the truth or not telling you the whole truth. There is a way they look, a tone of voice, a movement of the eyes.

Sense Deception
Dot-filled.png Novice: Sometimes you can tell, but you still get suckered though more rarely than the average person does.
Dot-filled.pngDot-filled.png Practiced: It takes a silver tongue to pull the wool over your eyes.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Anyone who can slip one past you is a highly skilled con artist.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could make a living screening people for security.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: People whisper behind your back, and many are nervous talking to you. Your ability is almost supernatural.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69
WW4050 Book of Shadows Mage Players Guide 17
WW7100 Player's Guide for Changeling the Dreaming 38

Style

Details

You may not have been born good-looking, or possessed of a natural charm, but you know how to dress and make the most of your appearance. Note that this Talent only applies to people’s reactions to your appearance; once you get closer, it’s up to you.

Style
Dot-filled.png Novice: You've got good taste.
Dot-filled.pngDot-filled.png Practiced: Your friends always take you along for advice when they go shopping.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You stand out among the sheep.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your outfits grace the bodies of magazine fashion models.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your ideas influence international fashion trends.


References:
WW2301 Vampire Storytellers Companion 20
WW3075 Breedbook: Bastet (1st Edition) 81
WW4050 Book of Shadows Mage Players Guide 18
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 39

Swimming

Details

You are able to swim at least enough to keep yourself afloat, and maybe a little more. Note that vampires, unlike mortals, do not float naturally; if they do not swim, they sink.

Without the Swimming Talent, normal swimming speed is 8 yards + your Dexterity. The Swimming Skill increases your speed to 12 years + your Dexterity provided that is your only action during a turn. To swim faster than normal, roll Swimming + Stamina vs 7. Each success adds three yards to your speed. You may roll every turn until you get no successes, in which you must maintain or decrease your speed or risk exhaustion.

Dot-filled.png Novice: You can swim and tread water.
Dot-filled.pngDot-filled.png Practiced: You know your strokes and can swim fast and for extended periods.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can teach others to swim and can serve as a lifeguard.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You're captain of the swim team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're headed for the Olympics.


References:
WW2302 Guide to the Camarilla 69
WW3806 Players Guide to Garou 179
WW7100 Player's Guide for Changeling the Dreaming 46

Throwing

Details

You know how to throw things in general, and how to use various types of thrown weapons — anything from spears to hatchets to knives to baseballs (yes, if thrown hard enough, they make fine weapons).

Throwing
Dot-filled.png Novice: You sometimes get the ball over home plate.
Dot-filled.pngDot-filled.png Practiced: High school baseball pitcher.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are deadly even in a food fight.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Regional darts champion, you have your choice of prizes at the carnival.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can pin an enemy's pants to the wall without touching his skin.

References:
WW2301 Vampire Storytellers Companion 20
WW3806 Players Guide to Garou 179
WW7100 Player's Guide for Changeling the Dreaming 47

Ventriloquism

Details

You have the ability to throw your voice, making to appear to come from somewhere else. This Talent can be used for entertainment — or deception.

Ventriloquism
Dot-filled.png Novice: You could do a ventriloquist act at a children’s party.
Dot-filled.pngDot-filled.png Practiced: You can throw your voice about a yard.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could almost make a living from your talent. You can make someone (or something) within five yards of you appear to speak.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could take your act to Vegas. You can make your voice appear to come from any spot within 30 feet of you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your voice can seem to come from anywhere within hearing distance.


References:
WW2301 Vampire Storytellers Companion 21
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW3806 Players Guide to Garou 179
WW4050 Book of Shadows Mage Players Guide 18
WW7100 Player's Guide for Changeling the Dreaming 39


Primary Skills

Details

Animal Ken

Details

You have the capability to understand an animal's behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.

Animal Ken
Dot-filled.png Novice: You can get a domesticated horse to let you pet it.
Dot-filled.pngDot-filled.png Practiced: You can housebreak a puppy.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could train a seeing-eye dog.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Circus animal trainer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can tame wild beasts without benefit of supernatural powers.


References:
WW2300 Vampire The Masquerade (Revised Edition) 123
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW8200 Demon: The Fallen 144
WW92041 Changeling: the Dreaming (20th Anniversary) 165

Crafts

Details

This skill imparts a knowledge of artisan techniques in such fields as woodworking, leatherwork, glassblowing, or gem cutting. With crafts, your character can create lasting pieces of art and functional objects from various materials. The quality of these products depends on the number of successes achieved on the roll.

Crafts
Dot-filled.png Novice: High-school wood shop
Dot-filled.pngDot-filled.png Practiced: You're starting to develop your own style.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a living at your work.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your work is featured in college-level textbooks for your field.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your artistry is virtually without peer.


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW4600 Mage: The Ascension (Revised) 109
WW8200 Demon: The Fallen 144
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 135

Drive

Details

The drive skill represents your character's ability to operate motor vehicles, though it does not mean that she is familiar with all land vehicles. The storyteller may raise or lower difficulty numbers based on your character's experience with that particular type of vehicle. It also implies that your character has earned a driver's license, although this need not necessarily be the case. At higher levels, you can attempt to avoid someone who's tailing you ( if you know they're there ), and it allows you to attempt some stunts.

You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn't prepare you for controlling a Lotus at 100 miles per hour.

Drive
Dot-filled.png Novice: You know how to work an automatic transmission.
Dot-filled.pngDot-filled.png Practiced: You can drive a stick shift or a motorcycle.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional trucker.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: NASCAR, daredevil or tank pilot.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can make a Yugo do tricks out of a James Bond movie.


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW4600 Mage: The Ascension (Revised) 110
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 135

Etiquette

Details

You understand the nuances of proper behavior, in both mortal society and Kindred culture. Your specialty is the culture with which you are most familiar. This Skill is used during haggling, seduction, dancing, dinner etiquette and all forms of diplomacy.

Etiquette
Dot-filled.png Novice: You know when to keep your mouth shut.
Dot-filled.pngDot-filled.png Practiced: You've been to a black-tie event or two.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know your way around even obscure silverware.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Her Majesty would consider you charming.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 110
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 135

Firearms

Details

Skill in firearms means that you have a broad knowledge of all guns, from a simple .22 to an Ingram Mac-10 submachine gun. It does not include the ability to operate heavy artillery. Firearms includes the ability to care for and repair guns. This Skill is also used to unjam guns (Wits + Firearms).

Firearms
Dot-filled.png Novice: You have fired a gun before.
Dot-filled.pngDot-filled.png Practiced: You have recieved profesional training with firearms.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are skilled and have survived several firefights.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Professional Sniper or Assassin.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are among the most elite in firearms, Top Five in the World.


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 111
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 136

Iskakku

Details

AKA: The Way of the Staff. The quarter staff (or bo) is the focus of this style of combat. Developed by the Children of Gaia, it has no sharp edges or points, thus relies on the fundamental techniques for all major weapons. With a lack of deadly force, it is the perfect weapon for the Children of Gaia, as it focuses on immobilization and disabling of opponents. Both Garou and Kin are practioners of this art.

Unlike Stargazers who do not share their art of Kailindo outside their tribe, the Children of Gaia will teach Iskakku to other shifters. For more details and manuevers, see Advanced Combat.

Iskakku
Dot-filled.png Novice: You can use a staff to attack or defend.
Dot-filled.pngDot-filled.png Practiced: You know the basics of disabling your opponents.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are a flurry of blows and blocks.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Shwolin monks stand up and take notice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're almost more dangerous in Homid with a staff than in Crinos with your teeth and claws.


Possessed by:
Shifters and kinfolk of any tribe.

References:
WW3853 Tribebook: Children of Gaia (Revised Edition) 81

Kailindo

Details

A martial arts style exclusive to Stargazer Garou. It was developed to take advantage of the unique abilities of shapeshifters. Teachers are hard to come by and greatly treasured by their adopted septs. You must possess this Skill to try Kailindo maneuvers; Brawl does not cover Kailindo.

Mentor background must be greater than or equal to the level of Kailindo being purchased.

For more details and manuevers, see Advanced Combat.

Kailindo
Dot-filled.png Novice: You've taken a few lessons.
Dot-filled.pngDot-filled.png Practiced: You know what you're doing in practice sessions.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You generally win sparring matches; you're confident in battle.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You understand both the theory and practice intimately.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are Kailindo.

Possessed by:
Stargazer Garou


References:
WW3806 Players Guide to Garou 181
WW3806 Players Guide to Garou 220

Martial Arts (hard Style)

Martial Arts (soft Style)

Details

Many Kuei-jin have matstered one or more forms of Martial Arts, either from their living days or through study with an undead master. The Martial Arts Skill replaces, the Talent Brawl. An aspiring martial artist must choose between a hard style and a soft style.

Soft styles include jujutsu, shuai-chiao, tai chi chuan, and aikido.

Hard styles include karate, Shaolinkung fu, tae kwon do, and wushu.

For game purposes, there is no difference between the various styles, but players are encouraged to choose one for purposes of characterization.

House rules:

  • Martial Arts costs the same as a normal primary ability, but you must have Brawl at an equal/higher level first.
  • Hard style and soft style are two separate abilities. You may learn both.
  • Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each.
  • Cannot be used during frenzy (Kuei-jin: fire soul), Rotschreck (Kuei-jin: wave soul), or equivalent supernatural states.

For each dot in Martial Arts after the first, you may pick a maneuver. See Advanced Combat for the maneuver lists for both styles and additional details.


Martial Arts (hard & soft Styles)
Dot-filled.png You are learning!
Dot-filled.pngDot-filled.png One maneuver
Dot-filled.pngDot-filled.pngDot-filled.png Two total maneuvers
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Three total maneuvers
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Four total maneuvers


References:
WW2900 Kindred of the East 140
WW2901 Kindred of the East Companion 118

Melee

Details

Melee is the broad term for all sorts of combat that involves hand-to-hand weapons. The definition of a hand-to-hand weapon is a loose one, as it includes knives, swords, broken bottles, chains, saps, and just about anything else that can be used to inflict damage on another.

Melee
Dot-filled.png Novice: You know the right way to hold a knife.
Dot-filled.pngDot-filled.png Practiced: You may have been in the occasional streetfight.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a college fencing team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could keep order in the prince's court.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your enemies would rather face a SWAT team than your blade.


References:
WW2300 Vampire The Masquerade (Revised Edition) 125
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 111
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 136

Performance

Details

The performance skill covers a broad range of artistic expression from acting to storytelling. It assumes that your character has the basic knowledge necessary and a certain talent in the field she has chosen. As well as defining your character's expertise and creative talent, this skill also represents her ability to captivate an audience and her stage presence, two relatively nebulous qualities. It assumes that some knowledge about the technical side of the society of your character's chosen field.

Dot-filled.png Novice: You could sing in the church choir.
Dot-filled.pngDot-filled.png Practiced: You could get a leading part in a college production.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You're in demand at the local clubs.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have the talent to be a national sensation.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are a virtuoso without peer.


References:
WW2300 Vampire The Masquerade (Revised Edition) 125
WW3801 Werewolf The Apocalypse (Revised Edition) 116
WW4600 Mage: The Ascension (Revised) 112
WW8200 Demon: The Fallen 147
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Security

Details

With the security skill, your character has a proficiency with the tools and techniques for lock-picking, hot-wiring cars, designing and deactivating burglar alarms, and opening safes. It can be used to conduct criminal activities or, on the other side of the coin, to prevent and investigate breeches of security. The more dots your character has in this skill, the more sophisticated the systems with which she is familiar.

Dot-filled.png Novice: You can pick a simple lock.
Dot-filled.pngDot-filled.png Practiced: You can hot-wire a car.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can bypass or disable house alarms.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can crack a safe.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could get a bomb out of - or into - the Pentagon.


References:
WW2300 Vampire The Masquerade (Revised Edition) 125
WW4014 Guide to the Technocracy 151
WW8200 Demon: The Fallen 147

Stealth

Details

This Skill is the ability to avoid being detected, whether you're hiding or moving at the time. Stealth is often tested against someone else's Perception. This Ability is, for obvious reasons, highly useful in stalking prey.

Dot-filled.png Novice: You can hide in a darkened room.
Dot-filled.pngDot-filled.png Practiced: You can shadow someone from streetlight to streetlight.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You have little difficulty finding prey from evening to evening
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can move quietly over dry leaves.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Nosferatu elder


References:
WW2300 Vampire The Masquerade (Revised Edition) 126
WW3801 Werewolf The Apocalypse (Revised Edition) 116
WW4600 Mage: The Ascension (Revised) 112
WW8200 Demon: The Fallen 147
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Survival

Details

This skill describes your character's proficiency at surviving in an unfamiliar or dangerous environments. Inherent in it are the abilities to find shelter, scavenge or hunt food, and protect oneself from native predators and threats. It also encompasses tracing and finding safe passage through the area.

Stealth rolls in wilderness cannot included more dice from Stealth than the character has dots in survival.

Dot-filled.png Novice: You can cope with the routine changes of whatever sort of wilderness was closest to your home.
Dot-filled.pngDot-filled.png Practiced: You won't starve in most enviroments, though it won't be comfortable until you get to the next settlement.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can get yourself and others to safety in most circumstances, and you can make an effective living off the fruits of hunting, trapping and the like.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can blaze new paths through unbroken wilderness and cope with almost any challenge that the natural world can throw at you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The dark powers of the night (and day) in the lands beyond civilization hold no terror for you.


References:
WW2300 Vampire The Masquerade (Revised Edition) 126
WW3801 Werewolf The Apocalypse (Revised Edition) 117
WW4600 Mage: The Ascension (Revised) 112
WW8200 Demon: The Fallen 148
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Technology

Details

This Skill covers understanding, operating, repairing, and even building or upgrading electronic devices. Purely mechanical devices fall under the Crafts Skill, while computer hardware and software falls under the Computers Knowledge. Characters without this Skill may know how to operate various common devices, but they don’t necessarily know how they work or how to fix them.

Technology
Dot-filled.png Novice: You can re-wire a lamp and do some common household repairs.
Dot-filled.pngDot-filled.png Practiced: You can do some basic electrical work or build a crystal radio set.
Dot-filled.pngDot-filled.pngDot-filled.png Competent:You’re a skilled electrical engineer (with or without the college degree), able to design and build various devices.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can alter and upgrade existing electronic equipment.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master:You’re ahead of your time when it comes to designing and building new technology.


References:
WW4600 Mage: The Ascension (Revised) 113
WW8200 Demon: The Fallen 148
WW92041 Changeling: the Dreaming (20th Anniversary) 168

Secondary Skills

Details

Acrobatics

Details

You can use your body to perform feats of flexibility that are beyond most individuals' capabilities. You can tumble, swing, flip, balance and otherwise use your body to your best advantage. You may not be the most flexible Kindred in the world, but you use your body's capabilities to their utmost.

Acrobatics
Dot-filled.png Novice: You can do a somersault without hurting yourself or others.
Dot-filled.pngDot-filled.png Practiced: Flips, rolls and other basic maneuvers are within your range.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are good enough to amaze crowds or confound foes with your antics.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are capable of performing gymnastic maneuvers on any surface with whatever equipment is at hand.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are an Olympic-caliber gymnast.


References:
WW2302 Guide to the Camarilla 69

Animal Training

Details

You are able to train animals to obey commands and possibly perform tricks or other feats. Each species is a different specialty.

Animal Training
Dot-filled.png Novice: Heel, Fetch, Sit, Stay
Dot-filled.pngDot-filled.png Practiced: Local show standard
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Champion sheep dog standard
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Elite police dog standard
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Circus/stunt standard


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 45
WW2302 Guide to the Camarilla 70
WW4050 Book of Shadows Mage Players Guide 18

Archery

Details

You know how to fire a bow, and may be able to do so with great proficiency.

Archery
Dot-filled.png Novice: High school gym practice
Dot-filled.pngDot-filled.png Practiced: Forest bowhunter
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Medieval ranger
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Will hit a bull’s-eye, usually
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Robin Hood


References:
WW2301 Vampire Storytellers Companion 22
WW3806 Players Guide to Garou 179

Artillery

Details

You may operate and shoot artillery of all varieties - anything from a mortar to a howitzer. Additionally, your knowledge of the weapons includes the ability to repair them.

Artillery
Dot-filled.png Novice: Young recruit
Dot-filled.pngDot-filled.png Practiced: Operator
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Forward observer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Gun captain
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Can fire the thing by yourself if need be


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27
WW2302 Guide to the Camarilla 70

Biotech

Details

There's a big difference between an inorganic machine and an organic one. You know how to straddle the line between them — how to design, implant, modify and employ cybernetics, cloning, biomechanisms, nanotech, genegineering and floronics. Naturally, these Progenitor mainstays demand other Traits (mostly Sciences; see "New Knowledges") before you can understand them. Still, you've got a leg up on most Technocrats and technicians, who regard the body and the machine as separate entities.

Biotech
Dot-filled.png Novice: You've watched biotech being installed and employed, and you understand the theories involved.
Dot-filled.pngDot-filled.png Practiced: You have a bit of hands-on practice with design and installation of basic biotech devices and Procedures.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A typical Progenitor, you know the concepts, mechanisms and limits of existing Technocracy biotech.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: At your level of expertise, new designs and drastic modifications are possible.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A biotech master, you may design, install, alter or employ almost anything you can imagine (subject to Sphere limits, of course).


References:
WW4014 Guide to the Technocracy 146

Blacksmith

Details

You are skilled in the working of iron, and can make objects from iron and steel.

Blacksmith
Dot-filled.png Novice: You can make a horseshoe from a cut-iron bar.
Dot-filled.pngDot-filled.png Practiced: You can make wrought-iron and mild-steel objects.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can make different grades of steel and cast iron to industrial standards.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can pattern-weld different grades of iron and steel to make a complex object such as a sword blade.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can make a blade equal to any Japanese sword, or any other iron or steel object you please.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27
WW2302 Guide to the Camarilla 70

Blind Fighting

Details

Even when unable to see your foes, you can use your Brawl or Melee Abilities with a reduced penalty or no penalty. This Skill may also be of great use out of combat. It should be noted that this Skill does not grant any actual ability to see better in darkness. For each dot the character has in this Skill, reduce the difficulty of performing actions while blind by one. (Naturally, the difficulty can never be reduced below is unhindered equivalent.)

Blind Fighting
Dot-filled.png Novice: You don’t stub your toe in the dark.
Dot-filled.pngDot-filled.png Practiced: You can pinpoint the direction from which sounds come.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can fight and predict your enemies’ locations at the same time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can almost “feel” where your opponents are.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You possess an almost mystical sense - Zen and the Art of Spatial Awareness.

References:
WW6007 Wraith Players Guide 43 WW7100 Player's Guide for Changeling the Dreaming 40 WW2302 Guide to the Camarilla 70

Blowgun

Details

This skill is required to use a blowgun accurately, though unskilled characters may use Dexterity + Strength with a difficulty modifier of +3.

Blowgun
Dot-filled.png Novice: Kid with peashooter
Dot-filled.pngDot-filled.png Practiced: Class peashooter ace
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Ninja wannabe
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Rainforest dweller
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Ninja

References:
WW2059 Clanbook Assamite (1st Edition) 30

Boat Handling

Details

You know your way around a boat, and can operate effectively in any crew position.

Boat Handling
Dot-filled.png Novice: Weekend sailor
Dot-filled.pngDot-filled.png Practiced: Serious enthusiast
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Competitor or semi-skilled professional
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Professional or Olympic standard
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Instructor or Olympic gold medallist

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70

Body Crafting

Details

This Skill enables its possessor to make all manner of alterations to living and dead flesh and bone. the Skill also gives insight into more mundane techniques; many Tzimisce are skilled at flaying, bone-carving, embalming, taxidermy, tattooing and piercing.

Body Crafting
Dot-filled.png Novice: You can do body piercing.
Dot-filled.pngDot-filled.png Practiced: You can make decent tattoos or changes to the person's body, but nothing elaborate.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are quite good at your craft and can make elaborate designs or changes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can do work better than almost anyone.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can craft the Sistine Chapel of the body.

References:
WW2300 Vampire The Masquerade (Revised Edition) 186

Brewing

Details

You are skilled in the manufacture of alcohol and alcoholic beverages. You are familiar with the equipment used in brewing and distilling, and can maintain, operate and repair such equipment.

Brewing
Dot-filled.png Novice: Brew-kit user; the beer foams, and the wine doesn't turn to vinegar.
Dot-filled.pngDot-filled.png Practiced: Home winemaker; the party-goers will drink it.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Moonshiner; your friends appreciate your gifts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Commercial winemaker; the satyrs sing your prainses.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Chateau of repute; your drink is served at the High King's table.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70

Bribery

Details

You know how, when and where to grease palms. Coupled with Streetwise or Politics, this Ability could buy you a very easy life. However, you still need to decide whom to approach and whom to leave alone - remember, not everyone turns a blind eye.

Bribery
Dot-filled.png Novice: Get a bouncer to overlook the dress code.
Dot-filled.pngDot-filled.png Practiced: Get the building inspector off your back.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A policeman won’t write you tickets.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: The inspector from the EPA leaves you alone.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: State politicians and local CEOs scratch your back.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70

Brood Kenning

Details

Brood Kenning is the ability to match mates so as to maximize the chance of a desired offspring, a happy union, or some similar goal. If trying to maximize the chances of a Mokole babe, the matchmaker observes her charges carefully, anywhere from a day to a month or more, and finally makes a Brood Kenning roll (usually paired with Intelligence, Perception, or Wits at the Storyteller's discretion). the difficulty is typically 9, but can be reduced with extra observation. The number of successes is added to the chance for a Mokole offspring; a particularly insightful and ridiculously lucky matchmaker could thus increase the odds of breeding true up to 20%.

This skill can only be used for any given couple, at least when enhancing the odds of breeding true. It can also be used to make matches that will wind up happy, or to recognize the signs of hidden trysting (such as if two Mokole are secretly mating and might produce an Innocent). Brood kenners are compensated and esteemed, whether they are Mokole or Kin. It is a common choice for Gathering.

Brood Kenning
Dot-filled.png Novice: You can arrange blind dates that aren't total disasters.
Dot-filled.pngDot-filled.png Practiced: Your clutchmates sneak off to you for romantic advice.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You patch up stormy, confused teenage relationships on a regular basis.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: If you'd been present in Verona, Romeo and Juliet would have lived happily ever after.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Even the fiercest Crowning bows his head to you and calls you "auntie."

Possessed by:
Mokole

References:
WW3081 Mokole 52

Calligraphy

Details

Calligraphy is the design and execution of lettering with a pen, ink brush, or other writing instrument. It can be defined as "the art of giving form to signs in an expressive, harmonious, and skillful manner".

Calligraphy
Dot-filled.png Novice: You can draw a few passable letters.
Dot-filled.pngDot-filled.png Practiced: You can draw a word here and there.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can make an invitation look nice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: People hire you to create professional designs.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Not even a computer could create designs like you do.

References:
WW3063 Hengeyokai Shapeshifters of the East 171

Camouflage

Details

You can change your appearance through a mixture of clothing, makeup and movement, rendering you difficult to spot in a variety of different surroundings. This is not the ability to look like someone else, but simply to hide.

Camouflage
Dot-filled.png Novice: Boy Scout
Dot-filled.pngDot-filled.png Practiced: Infantry trooper
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Marine
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Special Forces
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Ninja

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70 WW6007 Wraith Players Guide 44 WW7100 Player's Guide for Changeling the Dreaming 40

Carpentry

Details

You are a competent woodworker, able to craft a variety of objects from wood.

Carpentry
Dot-filled.png Novice: Amateur handyman
Dot-filled.pngDot-filled.png Practiced: Professional handyman
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional carpenter
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Joiner and cabinetmaker or night school teacher
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You have your own TV show; rich clients seek you out.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 40

Climbing

Details

You can climb mountains and/or walls, and seldom have any fear of falling. The technical skills of chimneying, spike-setting and rappelling are all well known to you though, depending on your skill, you may be good or indifferent at them. Remember, mountain climbing at night is far more difficult than a daylight climb unless you can see in the dark.

Climbing
Dot-filled.png Novice: You can scale easy mountains or walls with handholds.
Dot-filled.pngDot-filled.png Practiced: You go on mountaineering vacations. You can climb heavily weathered stone or brick walls.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A mountaineering instructor. You can climb moderately rough stone or brick walls.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You’ve done at least a couple of famous peaks. You can free-climb a fairly smooth stone or brick wall.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Everest and K2 are mild hikes. You could free-climb the World Trade Center.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Cooking

Details

You know how to prepare a variety of meals, and present them in an appealing manner.

Cooking
Dot-filled.png Novice: You give a reasonable dinner party.
Dot-filled.pngDot-filled.png Practiced: You give an excellent dinner party.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a business of this.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could publish recipe books.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could have your own TV show or become a chef in the finest restaurants.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Dancing

Details

You are a proficient dancer, and may perform socially or for the entertainment of others. You are familiar with most varieties of dance, but specialize in one particular style.

Dancing
Dot-filled.png Novice: You can manage a waltz at a wedding.
Dot-filled.pngDot-filled.png Practiced: You draw envious glances at weddings. You could perform on the local amateur stage.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are the talk of the ball. You could perform on the local professional stage.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: People ask you to teach them. You could perform on TV.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Nijinsky, Fonteyn, Nureyev, Barishnikov, Astaire, Rogers, Kelley — and you.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Debate

Details

You are skilled at reasoned debate, and can present a convincing case through reason and logic.

Debate
Dot-filled.png Novice: Student
Dot-filled.pngDot-filled.png Practiced: Debate team member
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Union negotiator
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Politician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could make fundamentalists understand evolution.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Demolitions

Details

While almost anyone can make things explode, it takes skill to make them explode in the right way and at the right time. This is the Skill of making, setting and defusing various types of explosives. It also covers knowing where to place explosives for maximum effect, how to acquire explosive materials and even how to make them from scratch. Of course, getting explosives legally requires licenses and such, which may be an issue, considering what characters often use them for.

Demolitions
Dot-filled.png Novice: You can make effective Molotov cocktails and other simple homemade explosives.
Dot-filled.pngDot-filled.png Practiced: You can set an explosive device or build a pipe bomb.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can wire up a car bomb or similar explosive booby trap.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can handle pretty much any type of explosive.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can set up a complex implosion of a massive building so it falls in just the right way.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2301 Vampire Storytellers Companion 22 WW3806 Players Guide to Garou 180 WW6007 Wraith Players Guide 44 WW7100 Player's Guide for Changeling the Dreaming 41 WW8200 Demon: The Fallen 145

Disguise

Details

You can conceal your appearance and even make yourself look like another specific person through the use of clothes and makeup.

Disguise
Dot-filled.png Novice: Good enough to fool someone who knows neither you nor the person you're impersonating.
Dot-filled.pngDot-filled.png Practiced: Good enough to fool some of the people some of the time.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Good enough to fool some of the people most of the time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Good enough to fool most of the people most of the time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Good enough to fool those nearest and dearest most of the time.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2301 Vampire Storytellers Companion 23 WW6007 Wraith Players Guide 44 WW8110 Hunter Book: Redeemer 66

Divination (skill)

Details

You are adept at interpreting signs and omens in order to learn something about the future. The Storyteller determines a difficulty and rolls your character's Perception + Divination secretly. Success provides some clue or hint. The greater the success is, the clearer the signs are... although it's always somewhat cryptic.

Divination (skill)
Dot-filled.png Novice: Occasionally, you surprise your friends.
Dot-filled.pngDot-filled.png Practiced: You know at least one divination method well, and you can use it fairly reliably.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a living as a professional fortune-teller.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your skills would have been welcome in the court of the Pharaoh, and perhaps they were in a your First Life.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your predictions are nearly always accurate.

References:
WW2380 Mummy: the Resurrection 61 WW7308 Land of Eight Million Dreams 89

Elusion

Details

A smart beast can use her surroundings to confound her enemies. You are such a beast, naturally — anyone who dares to hunt you will have a hard time of it! On your home turf, you're nearly unbeatable. In strange surroundings, you can get your bearings quickly enough to elude pursuit — or to lead your foes into a trap while you race away, laughing. This Trait may be rolled with Intelligence (to puzzle out new surroundings), Manipulation (to confuse pursuers), Perception (to notice prospective traps and hazards) or Wits (to trick your foes into falling for said traps and hazards). Alternatively, it may be used as part of a resisted roll, pitting your Elusion against your hunter's Hunting or Survival Traits.

Elusion
Dot-filled.png Novice: Given a good head start, you can elude casual pursuit.
Dot-filled.pngDot-filled.png Practiced: You can trick most hunters into going the wrong way, or lure neophytes into tight situations.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You're clever enough to lead a hunting party into briar patches or deep creeks.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A wily beast, you can give most pursuers the slip with little difficulty.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Legend: The greatest hunters alive wish they could catch you!

Possessed by:
Bygones

References:
WW4802 Bygone Bestiary 102

Energy Weapons

Details

A laser is not a normal gun; nor is a particle-beam cannon, an Ectoplasmic Disrupter Cannon or any of the other hypertech energy weapons Union footsoldiers love. Lasers are recoilless, plasma weapons generate a heat wash and fire trail, shockers are short-ranged and particle beams have recoil, but of a different "feel" than a firearm. Most people wouldn't have any idea how to work one of these odd guns, but you do. Given any standard Technocracy-issue energy weapon, you can fire, adjust, load, field-strip and perform minor repairs on it.

Energy Weapons
Dot-filled.png Novice: It's a ray gun, Space Cadet.
Dot-filled.pngDot-filled.png Practiced: You've learnd the basics of operation and maintenance.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Typical space marine.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Elite Op.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: "Phased plasma rifle in the 40 watt range..."

Possessed by:
Technocrats, Sons of Ether (at staff discretion)

References:
WW4014 Guide to the Technocracy 146


Escapology

Details

You are skilled in various techniques that enable you to escape from bonds and restraints. This skill is primarily used for entertainment purposes, but can also be very useful in real life.

Escapology
Dot-filled.png Novice: Children’s party entertainer; you can escape from loose or poorly tied bonds.
Dot-filled.pngDot-filled.png Practiced: Amateur entertainer; you can escape from fairly well-tied bonds.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional entertainer; you can escape from handcuffs and chains.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Star; you can escape from a straitjacket.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Houdini who?

References:
WW2302 Guide to the Camarilla 70


Falconry

Details

Once the sport of nobles, falconry is now practiced only by a few enthusiasts.

Falconry
Dot-filled.png Novice: The bird comes back sometimes.
Dot-filled.pngDot-filled.png Practiced: You can do small displays.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You work most of the local medieval fairs and outdoor exhibitions.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: In a different time, you would have been a noble admired for your skill, or you could have worked for a noble.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: In a different time, you would have been with the king’s entourage.

References:
WW2302 Guide to the Camarilla 70

Fast-talk

Details

This Skill allows you to convince someone of something using a sincere expression and an avalanche of words rather than reasoned debate and logic.

Fast-talk
Dot-filled.png Novice: Vacuum-cleaner salesman
Dot-filled.pngDot-filled.png Practiced: Used-car salesman
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional con artist
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Teflon-coated politician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could sell sand to the Saudis.

References:
WW2302 Guide to the Camarilla 70

Fire Dancing

Details

You can enter a trance-like state that allows you to leap through flames. This Skill is vital in the Fire Dance and other ritae. Demonstrating this Skill often equates to being a powerful and dominant member of the pack. This Skill does not grant any immunity from the fire, but it does allow the vampire to avoid being burned or succumbing to a frenzy. This Skill cannot be part of a split dice pool: The user must concentrate on Fire Dancing and nothing else. When the vampire tries to Fire Dance, damage should be rolled normally, but for every success with this Skill, reduce the amount of damage done by one health level. Few vampires outside the Sabbat have this Skill. (Note: Unless the fire is actually a bonfire meant for the ritual dance, you do not suffer Rötschreck any less frequently than any other vampire.)

Fire Dancing
Dot-filled.png Novice: You make the necessary leaps to prove that you’re not a coward. You usually wait until the fire has died down quite a bit before you leap though.
Dot-filled.pngDot-filled.png Practiced: You no longer feel that “Oh, shit,” panic when you jump.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are usually the first to jump, for you do not fear the flames. You live by the motto, “Build it higher, jump the fire!”
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: An acrobat in the flames, you command a prowess and fearlessness that serves as inspiration to all who observe you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A legend among the Sabbat, your moves are simultaneously unholy and magnificent.

Possessed by:
Sabbat, Mystics

References:
WW2303 Guide to the Sabbat 89

First Aid

Details

This Skill allows a character to give basic medical attention to another. It is not as comprehensive an Ability as the Medicine Knowledge, but does allow for a basic grasp of all the practices of first aid, and at higher levels, techniques known to paramedics.

First Aid
Dot-filled.png Novice: Mother of small children
Dot-filled.pngDot-filled.png Practiced: Boy Scout
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Office safety representative
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: School nurse
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Paramedic

References:
WW2302 Guide to the Camarilla 70

Fishing

Details

You can judge a body of water, and have a fair chance of catching fish if there are any to be caught.

Fishing
Dot-filled.png Novice: Weekend angler
Dot-filled.pngDot-filled.png Practiced: Serious amateur
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Competition winner
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Professional fisherman
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Fish leap onto the shore as you walk by.

References:
WW3079 Gurahl 86 WW2302 Guide to the Camarilla 70

Forgery

Details

You can copy a document or two-dimensional artwork well enough to enable it to appear as the real thing under casual inspection, and perhaps more detailed inspection as well.

Forgery
Dot-filled.png Novice: Interoffice memos
Dot-filled.pngDot-filled.png Practiced: Signatures
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Commercial papers; passports
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Checks; bonds; bank drafts; some artworks
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Banknotes; old master paintings

References:
WW2302 Guide to the Camarilla 70

Gambling

Details

You are adept at one or more games of chance, and can play without too much risk of losing heavily. You can also increase your chances of winning without actually cheating.

Gambling
Dot-filled.png Novice: Saturday night poker with the boys
Dot-filled.pngDot-filled.png Practiced: A couple of weeks in Vegas each year
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are known in Vegas, Reno and Atlantic City.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You make a living from this. Your mother despairs.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You have to be careful not to tell people your name.

References:
WW2302 Guide to the Camarilla 70

Game Playing

Details

This Skill covers games of strategy and skill, such as chess, go, shogi, xiang qui, hnefatafl and so on. It does not cover card games (see Gambling),or simple games like tic tac toe and gomoku, which rely largely on luck.

Game Playing
Dot-filled.png Novice: You can beat your older brother.
Dot-filled.pngDot-filled.png Practiced: You could get on a school team.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could get on a college team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could get on a national team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could beat Karpov.

References:
WW2302 Guide to the Camarilla 70

Gunsmithing

Details

You can repair firearms and produce ammunition for a variety of different guns. At high levels of skill, you can construct specialty ammunition such as caseless, hollow-point, mercury-tipped, and silver bullets. Given the time and the tools (and enough skill) you can build a gun from scratch perhaps even one of your own design.

Gunsmithing
Dot-filled.png Novice: Black powder and paper cartridges
Dot-filled.pngDot-filled.png Practiced: Cased standard ammunition
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Magnum rounds
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Caseless and hollow-point rounds
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You name it

References:
WW2302 Guide to the Camarilla 70

Heavy Weapons

Details

You have the ability to operate and shoot heavy weapons of all varieties anything from an M60 heavy machine gun to a Dragon antitank weapon. Additionally, your knowledge of the weapons includes an ability to repair them.

Heavy Weapons
Dot-filled.png Novice: Basic training
Dot-filled.pngDot-filled.png Practiced: Operator
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Warrior
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Killer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Rambo

References:
WW2302 Guide to the Camarilla 70

Helmsman

Details

Mere mortals suffer from vertigo when they look at a starship's controls. Not you. You've studied at the Void Engineers' academies, and know what every switch and viewscreen does (well, most of them, anyway). Because there is order in simplicity, most Void craft have fairly standardized controls; given time, you can pilot anything from a Qui La Machina to a long-distance exploratory vessel. Although certain experimental or top-secret craft may be out of your league, you can still puzzle out most of the vital functions. Just don't screw up when you're in deep space!

(Note: Although it can be considered a retrofitting of Pilot, the two Skills are very different. One applies to aircraft, the other to spacecraft. Hence, it's a pretty rare Skill outside the Void Engineers. While some Iterators and MiBs have been taught the rudiments of starship operation, the Voids like to keep their toys to themselves. Although some Sons of Ether may have a demented variation of this Trait, their inventions tend to be too unique and/ or esoteric to be compatible with Technocracy craft.)

Helmsman
Dot-filled.png Novice: You've been trained on basic shuttles.
Dot-filled.pngDot-filled.png Practiced: They let youtake the helm when things are calm.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Typical helmsman.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: The captain wants you on the controls when trouble strikes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Han Solo in a jumpsuit.

References:
WW4014 Guide to the Technocracy 147

Herbalism

Details

You have a knowledge of herbs and other natural substances and their properties for both medicinal and other applications. You know where such ingredients are likely to be found, and you can gather and preserve them.

Herbalism
Dot-filled.png Novice: Your read a book on herb lore once.
Dot-filled.pngDot-filled.png Practiced: You learned everything your grandmother had to teach you.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are well-versed in the uses of even rare plants
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are well known in regional and nature-lover circles as a source of wisdom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: In the nights of old, you could have been a wealthy apothecary.

References:
WW2301 Vampire Storyteller's Companion (Revised) 24

High Ritual

Details

While just about every mage learns some minor rites and tools to perform magic with ceremony, this Ability covers the nuances of putting on big time rituals. The mage learns everything from how to dress, to what colors match with the spell in question, to how to cut a few corners or eke out a little extra power. A leader of a High Ritual casting may not be the best public speaker or the most charismatic leader, but he knows exactly how to project, move and motivate so as to put every piece into just the right place at the right time.

With High Ritual + Stamina, a mage can continue casting a strenuous chant or rite for several hours, or even for a day or more (at 5+ successes). High Ritual + Intelligence allows a mage to accumulate extra successes on the ritual beyond the normal Arete x Willpower limit (although the High Ritual roll itself cannot be extended; you have one roll of the Ability to increase the cap for your casting). Particularly specialized High Ritual casters may excel in specific situations as well.

Dot-filled.png Novice: You've seen a couple of impressive rites.
Dot-filled.pngDot-filled.png Practiced: With a couple tries you can edge your way through a simple one.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Practiced and confident, you can lead or participate in a variety of short rituals.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your rites carry the strength of conviction and countless hours of study.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Not only can you perform the most demanding rituals, you can fill in missing parts or build your own new sacraments.

Possessed by:
Mages

References:
WW4603 Guide to the Traditions 212

Hunting

Details

Hunting is the ability to find and bring down a target of any sort, on any terrain, for any purpose. With a proper application of Hunting, you can do anything from running down deer int he wild to picking a mortal out of the herd for purposes of feeding. This skill also includes manhunting, and can apply to the search for other Kindred.

Hunting
Dot-filled.png Novice: You don't need to club your prey over the head first.
Dot-filled.pngDot-filled.png Practiced: You can find dinner with reasonable ease.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Humans are easy to isolate and feed on.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Once you decide on a target, it's only a matter of time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Human, animal or Kindred - none can escape you.

References:
WW2302 Guide to the Camarilla 70

Hypertech

Details

Most Technos simply employ the devices and Procedures they've been given; you actually comprehend the super-advanced theorems that make science into"magic."While many Unionists know the basics, you understand the concepts in great, intuitive detail. (In Massesspeak, this understanding is similar to the difference between knowing how to use a computer and knowing how to build and program one.) In game terms, this Skill allows you to identify the principles of Technocratic devices, modify them or build your own (see p. 46). At Rank 3 and higher, you begin to understand the warped workings of Ether tech and Virtual Adept toys, and you may modify or employ them as you wish (something most Technocrats find difficult to do). Such things are perversions of science, of course, but you detect the rhyme and reason within them that no mundane scientist could possibly understand.

Hypertech
Dot-filled.png Novice: You know the basic theories.
Dot-filled.pngDot-filled.png Practiced: Esoterica is just another level of the obvious.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You actually understand both Technocratic science and the warped diversions of the Etherites and Virtual Adepts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You're one of the Union's top designers.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Other Technocrats revere you.

Possessed by:
Mages (Technocracy, Sons of Ether, Virtual Adepts)

References:
WW4014 Guide to the Technocracy 148

Hypnotism

Details

You can place a willing subject into a trance, which lets the practioner gather information or treat psychological problems. To put a subject into a trance state requires an opposed Charisma + Hypnotism roll against the target's Willpower. An unwilling subject may automatically resist simply by expending a Willpower point, so breaking a strong mind may be a very time consuming process. The number of successes indicates how much can be learned or the extent of psychiatric help applied. Hympnotism used in conjunction with various mental Numina or Mind magics may have increased effects, such as programming specific actions to occur at a later time.

Hypnotism
Dot-filled.png Novice: People you entrance probably got road hypnosis even without you.
Dot-filled.pngDot-filled.png Practiced: You can learn some interesting things.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You feel comfortable enough to engage in self-hypnosis.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can read deep into the mind of your subject.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: An entranced mind is like clay in your hands.

References:
WW4254 Sorcerer (Revised Edition) 50

Indoctrination

Details

You are skilled in the methods of indoctrination. This can include brainwashing a First Team into believing they aren't on a suicide mission, or convincing a new executive recruit that Pentex has the best interests of the planet in mind. Indoctrinating someone takes a long time of feeding them the information you want and leading them to mistrust contrary information. Indoctrination is a subtle skill, best used in a controlled-information environment. Its chances of success in a free market of ideas are little, but as the modern media machine has proven, it can still be quite effective. This skill can also come in handy in the field. It can be used to reinforce existing doctrinary beliefs in First Teams, bolstering them for coming combat. The subtle, friendly form of this skill (nightly newscasts) is paired with Charisma, but the forceful use (prisoner "reeducation") is paired with Manipulation. This skill's uses are up to the Storyteller.

Indoctrination
Dot-filled.png Novice: You can sometimes get others to follow the party line.
Dot-filled.pngDot-filled.png Practiced: You usually have no trouble convincing others that your version of the status quo is correct.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can turn friend against friend by raising doctinal disputes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can easily mold others' emotions and ideas into whatever form you desire.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Big Brother has nothing on you.

References:
WW3066 Freak Legion A Players Guide to Fomori 21

Jetpack

Details

A variation of Pilot, this Skill allows you to strap on a jetpack and fly around without killing yourself. The simple yet delicate controls of most Technocratic (and Etheritie) 'packs are easy enough to employ. The real trick comes with mastering the balance between speed, maneuvering, body position and rawnerve. (The flier's Dexterity +Jetpack rating makes up her dice pool for pursuit, evasion and maneuvers.) A common Trait among high-powered field agents and their SoE rivals, this Skill maybe essential to anyone who wants to fly the Technocratic way.

Jetpack
Dot-filled.png Novice: "Oooooh, shhhhiiiiittttttt!"
Dot-filled.pngDot-filled.png Practiced: Awkward but not endangered.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Confident in the air.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Skillful enough tofight and fly at high speeds.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The Rocketeer.

References:
WW4014 Guide to the Technocracy 149

Jeweler

Details

WW2302 Guide to the Camarilla 70+ -- You are able to produce saleable pieces of jewelry. You can determine the approximate worth of most jewelry by quick appraisal, but it is easy to make a mistake without in-depth examination.

Jeweler
Dot-filled.png Novice: You took a night school course once.
Dot-filled.pngDot-filled.png Practiced: You treat it as a fairly serious hobby.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could run a small business.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: This is your chosen career.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are up there with Cartier.

References:
WW2302 Guide to the Camarilla 70

Journalism

Details

You not only know how to write news stories, but also how to research and discover them in the first place. This Skill also gives you knowledge about the inner workings of a newsroom and a newspaper as a whole. Furthermore, Journalism often provides a familiarity with television news reporting.

Journalism
Dot-filled.png Novice: Hack (TV reporter)
Dot-filled.pngDot-filled.png Practiced: Features reporter
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Investigative reporter
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Editor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Pulitzer Prize winner

References:
WW2302 Guide to the Camarilla 70

Jury-rig

Details

Science is not without a little slack. With a handful of widgets, a bit of breathing room and a combination of brilliance and bullshit, youcan twist the loose ends of science and fix, alter, build or repair mechanical objects. You must have something to work with, and cannot make something radically different or powerful from a heap of scrap metal. Even so, you do possess a knack for taking bits of junk and cobbling them together into a machine that works fora short period of time.

Obviously, you ought to possess several other Traits in addition to this one: Technology, Computer, Gunsmithing, Hypertech, Security, Energy Weapons and many Sciences are practically prerequisites for most improvised gadgets. Although this Skill can help you with various advanced Procedures (see "Abilities and Magic," in Mage: The Ascension), it is not instantaneous, nor is it "magical" in itself. A clever Technocrat, however, can use his technicalknow-how to pull off normally vulgar Procedures in full view of the Masses... solong asthe stunt isn't totally blatant. (Storyteller's Note:Jury-Rig is a Skill, not a Sphere; a character should not be able to use it to perform some obviously impossible feat of engineering.) Oh, and do be careful. The Union frowns on twisting reality's loose ends too freely.

Jury-rig
Dot-filled.png Novice: Basement tinkerer.
Dot-filled.pngDot-filled.png Practiced: Mr. Fixit.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Field gadget-master.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: MacGuyver.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Tony Stark in mirror shades.

References:
W4014 Guide to the Technocracy 149

Klaive Dueling

Details

You have studied the art of klaivaskar, the Garou method of fighting with klaives. Possession of this Skill allows you to choose maneuvers from the Klaive Dueling list (see Chapter Five, pg.#215). Without this Skill, you can still fight with a klaive, but you cannot use the maneuvers listed there.

Klaive Dueling
Dot-filled.png Novice: You know how to hold a klaive.
Dot-filled.pngDot-filled.png Practiced: You've actually used a klaive in a real battle.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You're comfortable with various dueling techniques using a klaive.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have a firm grasp of the ins and outs of klaive dueling; cubs ask for your instruction.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Warrior everywhere whisper your name and your klaive's name in reverent tones.

Possessed by:
Garou

References:
WW3806 Players Guide to Garou 181
WW3806 Players Guide to Garou 215

Larceny

Details

Larceny is the talent for living on the lawless side. You have a knack for petty crime, whether slitting purse strings or trying to find a buyer for stolen goods. You make your way by crooked means, and you're comfortable around folks who do likewise.

Larceny
Dot-filled.png Novice: You can pick locks.
Dot-filled.pngDot-filled.png Practiced: You can pick pockets.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can crack safes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You're a criminal genius.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're a mob boss.

References:
WW3700 Werewolf The Wild West 130
WW3800 Werewolf: The Dark Ages 96

Leatherworking

Details

You are able to produce serviceable items of leather, either for sale or for your own use.

Leatherworking
Dot-filled.png Novice: You got a craft kit for your birthday.
Dot-filled.pngDot-filled.png Practiced: You make birthday presents for friends and family.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You sell to local stores.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: People ask for your work by name.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your picture appears in magazine ads.

References:
WW2302 Guide to the Camarilla 70

Lip Reading

Details

You are able to understand speech without hearing it, just by watching mouth movement. Though you will not pick up on every word, you can usually figure out the gist of a sentence without too much trouble.

Lip Reading
Dot-filled.png Novice: If someone talks slowly and clearly, with exaggerated mouth movement.
Dot-filled.pngDot-filled.png Practiced: If someone talks fairly slowly and you concentrate.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can usually comprehend normal conversation.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Even under poor lighting and distance, you can usually make out most of a sentence.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Smoke, night and ventriloquism are no barriers to you. You can even make out foreign languages if you speak them fluently.

References:
WW2301 Vampire Storytellers Companion 24

Lockpicking

Details

You are able to open locks without the correct key or the right combination.

Lockpicking
Dot-filled.png Novice: Simple mortise locks
Dot-filled.pngDot-filled.png Practiced: Cylinder locks and basic security locks
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Advanced security locks
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Safes
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Fort Knox

References:
WW2302 Guide to the Camarilla 70

Maieusis

Details

This rare skill enables a practitioner to bring out memories lost in the recesses of another's soul. Called "the midwife's art," it involves questions, ritual dialogue and the pronunciation of syllables whose meaning is obscure. The player must specify how many levels of Mnesis he wishes to evoke in the subject, or how many memories he wishes the subject, or how many memories he wishes the subject to recall, and the two participants must speak the same language (usually the Dragon's Tongue). The subject must have the Mnesis to do this, or the potential to remember the subjects involved. The practitioner must spend a number of hours equal to the level of Mnesis desired to call out the memory, then make a Manipulation + Maieusis roll. The difficulty is 6 or ordinatry memories, 7 for Mnesis, and 8 for diffcult or obscure subjects. For each success, one memory is recalled.

Maieusis is a daring art. Memories long forgotten can emerge, and a soul be made anew. The Unshading sometimes send lawbreakers to receive the midwife's art rather than die, hoping that their memories will contain enough righteousness to return them to good. It is said that the Fallen have been overcome with grief when subjected to Maieusis, realizing the horrors that they have become, and have died voluntarily in their remorse.

Maieusis
Dot-filled.png You can remind your partner of that night in Rio.
Dot-filled.pngDot-filled.png You can bring new insight to people.
Dot-filled.pngDot-filled.pngDot-filled.png You are known as a lover of wisdom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are revered as a teacher/counselor.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Watch out for the hemlock...

Possessed by:
Mokole

References:
WW3081 Mokole 53

Mechanic

Details

You are a jack-of-all-trades with a particular affinity for mechanical devices, and can jerry-rig or repair just about anything mechanical, given the right tools and materials.

Dot-filled.png You can fix a broken doorbell.
Dot-filled.pngDot-filled.png You can fix a lawnmower or scratch-build a doorbell.
Dot-filled.pngDot-filled.pngDot-filled.png You can fix a car or build an automatic garage door.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can fix a high-performance car or rebuild an engine.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can fix, build or improve almost anything.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 31
WW7100 Player's Guide for Changeling the Dreaming 44

Meditation

Details

Concentration and dedication are paramount in the working of magic, and a little serenity doesn’t hurt either. Through Meditation, a character centers her mind, stills her thoughts and casts off the cares of the world for a time. Meditation allows characters to focus their thoughts and concentrate on specific problems or tasks. Thus, they draw their awareness inward to ignore harsh conditions or injury.

Meditation
Dot-filled.png Those gurus on the street sure make it look easy, right?
Dot-filled.pngDot-filled.png Meditation helps sometimes when you’re agitated.
Dot-filled.pngDot-filled.pngDot-filled.png A staple of your lifestyle, meditation keeps your mind clear.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Even under highly adverse conditions, you can find your center.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could practice Zen archery unruffled in the midst of a raging firestorm — with your teeth.

References:
WW4600 Mage: The Ascension (Revised) 111
WW6600 Wraith: The Oblivion (2nd Ed) 123
WW7308 Land of Eight Million Dreams 89

Microgravity Operations

Details

Deep space, damaged ships and ancient Constructs all lack the familiar gravity of Earth. While most people would founder in such conditions, the Union needs explorers in all locations. Training with vacuum suits, underwater tanks and actual spacewalks provides the necessary experience to handle delicate maneuvering in microgravity. Some people mistakenly call this sensation "Zero G" — there's no such thing, of course, since gravity stretches everywhere in the universe, but that technicality is hardly a comfort to someone floating in the dark void.

With Microgravity Operations, you can handle yourself in low- or near-zero-gravity situations. You don't bounce off walls aimlessly, and you can keep your bearings despite the lack of "up" and "down." Against less-skilled opponents, you can even use gravity to your advantage, hopping off walls and vectoring unexpectedly.

When in low gravity, inexperienced characters cannot use more dice from any physical Abilities than their ratings in Microgravity Operations. Thus, if you have 3 in Energy Weapons but only 1 in this Skill, you can only use one die (plus your normal Attribute dice) for the roll. This penalty doesn't affect knowledge, magic, devices or Enlightened Science, of course.

Microgravity Operations
Dot-filled.png Don't hyperventilate and don't throw up.
Dot-filled.pngDot-filled.png As long as you're on a tether, you're fine.
Dot-filled.pngDot-filled.pngDot-filled.png You can spacewalk with some competence.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Three-dimensional movement is not out of the question.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You've been in space for so long, you probably don't even remember gravity.

Possessed by:
Technocrats

References:
WW4014 Guide to the Technocracy 150

Mining

Details

Nockers have made their living beneath the earth since time immemorial. With a hammer and pix-axe in hand, you can tunnel through mundane or chimerical rock at an amazing speed. You can cut a nocker-sized tunnel through almost any substance (at the rate of one meter per hour for each success achieved on a Dexterity + Mining roll). The difficulty of mining varies depending on the substance's hardness (anything from 4 for clay to 10 for the hardest rock). You also know how to buttress your tunnels to prevent them from collapsing, and how to extract precious metals and gems from the rock without damaging them. You are also highly adept at moving through low tunnels, and can use this Skill to determine direiton underground. Nockers with this Skill are even familiar with the kith's rich reserves of mining lore.

Most nockers have at least some familiarity with mining, even if they don't possess this Skill, and look askance at their fellows who have never dirtied their hands in a mine.

Mining
Dot-filled.png You can find your way around your own freehold.
Dot-filled.pngDot-filled.png You are learning, but still become lost in strange tunnels.
Dot-filled.pngDot-filled.pngDot-filled.png You are well-trained and capable of making your own way underground.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png There is rock dust in your veins. You can dig a tunnel through anything, given time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png One of the greatest practioners of the craft. You believe you could tunnel your way back to Arcadia.

References:
WW7052 Kithbook: Nockers 55

Misdirection

Details

Misdirection deals with distracting people from what you are trying to do. By making your subject focus his concentration elsewhere, you can steer him away from a subject of interest. The subject of interest could be anything from what you are doing to an object sitting in plain sight.

Misdirection
Dot-filled.png "Hey, your shoelace is untied!"
Dot-filled.pngDot-filled.png You're real good at card tricks.
Dot-filled.pngDot-filled.pngDot-filled.png You can make a living at misdirecting people.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png People give you things and then forget that they did.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Strangers forget that they ever met you.

References:
WW4050 Book of Shadows Mage Players Guide 23
WW6007 Wraith Players Guide 46

Mnesis Emulation

Details

This strange knowledge may be learned only by Mokolé. It enables a Mokolé to "learn" almost any skill or knowlege that could have been known to an ancestor.

The Mokolé must meditate on the ability desired and enter a Mnesis trance. The trance is usually not long - perhaps one night. Finally, she makes a Mnesis + Mnesis Emulation roll, difficulty 7. For every two successes, the seeker gains a dot in the given Ability for one day (rounding up); she may spend dots to increase the duration, however. For instance, five successes could give hera skill of 3 for one day or a skill of 1 for three days. Mnesis Emulation cannot grant any supernatural abilities (such as Gifts, rites or powers of other Awakened creatures).

Mnesis Emulation
Dot-filled.png You can call up a hint of memory.
Dot-filled.pngDot-filled.png You can usually see the right place and time.
Dot-filled.pngDot-filled.pngDot-filled.png You have something to say to everyone.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are at home everywhere.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can imitate anyone who has ever lived.

Possessed by:
Mokole

References:
WW3081 Mokole 53

Music

Details

You can create and play music; you know how to play one instrument for every rating point you have. Of course, the higher your rating, the better you are at playing your instruments, especially the first instruments you learned. This is the ability to create music -the higher your rating, the greater your musical ability. You should decide what instruments you play.

Music
Dot-filled.png With effort, you can play a few simple chords.
Dot-filled.pngDot-filled.png You could play rhythm guitar in a garage band.
Dot-filled.pngDot-filled.pngDot-filled.png You could make a decent living playing the club circuit.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could play lead guitar on a 30-country tour.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Wolfgang Amadeus Mozart

References:
WW2002 Vampire The Masquerade (2nd Edition Text Only) 93

Networking

Details

It's not what you know, it's who you know. And you know how to work those connections for all they're worth. If you're stranded in new circumstances without a network of contacts, you can make one with a little time and effort. It's all in how you play the game....

This Trait allows you to pull together a net of resources: lists, libraries, data banks, receptionists, specialists and informants. These aides won't actually act on your behalf (aside from a dropped word or two), but they're invaluable when you're trying to find something (Perception + Networking), accomplish something (Manipulation + Networking) or win someone over (Charisma or Appearance + Networking). The more obscure the fact, item, person or feat is, the higher the difficulty of the roll becomes.

Networking takes time and access. You can't just do it from the street unless you've got a cellular phone and a few hours to spend on it. A Background like Contacts, Mentor or Spies would most likely represent an established network.

Specialties:

Networking
Dot-filled.png You know how to use a phone book and a library.
Dot-filled.pngDot-filled.png Sweet-talking operators and secretaries is a cinch.
Dot-filled.pngDot-filled.pngDot-filled.png You know the right people to talk to, and you know how to find them.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png With two hours and a phone, you can work miracles.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png "How'd youget Salman Rushdie's address?"

References:
WW4014 Guide to the Technocracy 150

Origami

Details

Origami is the Japanese art of paper folding. The term has become more generalized in modern times to be inclusive of all folding practices regardless of country of origin. The goal is to transform a flat square sheet of paper using folding and sculpting techniques into a finished sculpture.

The small number of basic origami folds can be combined in a variety of ways to make intricate designs. The best-known origami model is the Japanese paper crane. In general, these designs begin with a square sheet of paper whose sides may be of different colors, prints, or patterns.

Origami
Dot-filled.png You can make very basic simple folds.
Dot-filled.pngDot-filled.png Paper Cranes are your jam.
Dot-filled.pngDot-filled.pngDot-filled.png You have several techniques well known to your hands.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Your friends, family, and acquaintences all know you are the goto folder.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Even the masters look to you for tips.

References:
WW3063 Hengeyokai Shapeshifters of the East 171

Parachuting

Details

You know how to use a parachute, both for sport and for other purposes.

Parachuting
Dot-filled.png Weekend jumper
Dot-filled.pngDot-filled.png Reservist
Dot-filled.pngDot-filled.pngDot-filled.png Airborne regular
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Special Forces or sport instructor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Special Forces instructor or sport champion

References:
WW2302 Guide to the Camarilla 70

Photography

Details

You know how to use a camera to produce quality and artistic pictures. You also know how to process photographic materials.

Photography
Dot-filled.png Local club member
Dot-filled.pngDot-filled.png Local club prizewinner
Dot-filled.pngDot-filled.pngDot-filled.png Semi-pro; you sell some pictures.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Professional photographer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png One of the best

References:
WW2302 Guide to the Camarilla 70

Pickpocket

Details

You are able to remove objects from someone else’s clothing and body without the person’s knowledge. You generally bump into the person to distract her as you remove the object.

Pickpocket
Dot-filled.png You can take wallets in a dense crowd.
Dot-filled.pngDot-filled.png You can take a wallet from an inside pocket.
Dot-filled.pngDot-filled.pngDot-filled.png You can take a keychain from a trouser pocket.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can take a watch while shaking hands.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can take anything from anywhere.

References:
WW2302 Guide to the Camarilla 70

Pilot

Details

You can operate a flying machine. Note that your skill limits the types of aircraft you can fly. A glider pilot (one dot) cannot fly a helicopter (requiring four dots).

Pilot
Dot-filled.png Club member; hang gliders only
Dot-filled.pngDot-filled.png Club champion; gliders and small aircraft only
Dot-filled.pngDot-filled.pngDot-filled.png Professional or club instructor; commercial airplane license
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Military or display pilot; helicopter pilot; any type of commercial aircraft
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Top Gun

References:
WW4014 Guide to the Technocracy 151

Police Procedure

Details

WW2206 Vampire Players Guide (2nd Edition Text Only) 32 You know the general techniques and procedures employed by law enforcement authorities, and may utilize them yourself (especially if you were once a police officer).

Police Procedure
Dot-filled.png Recruit
Dot-filled.pngDot-filled.png Patrol officer
Dot-filled.pngDot-filled.pngDot-filled.png Detective
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Police lieutenant
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Only a master criminal would need to know this much.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 32

Portents

Details

Once per story, you may attempt a divination roll. You must have appropriate tools (I Ching, Tarot cards, compass, oracle bones, star charts, even a computer program), and the process takes a minimum of 30 minutes, asyou scan the heavens for omens, toss oracle bones, or shatter ideograph-painted human skulls. You may either attempt a general reading ("What do the stars hold?") or ask a specific question. The Storyteller assigns a difficulty, basedon the general intent of your question (if any), and then allows you to roll Perception + Portents. Success means that the Storyteller gives you some sort of clue or hint; the greater the success, the more exact the answer, though it is always cryptic.

Thus, if the Storyteller knows that the characters' territory will soon suffer an invasion of Camarilla Kindred led by a crazed (and therefore vulnerable) Malkavian, she might say something like: "White Bone Dragon strikes at the Jade Dragon's flank. Enter the Bone Dragon's maw, and its head will strike its tail in confusion."

Portents
Dot-filled.png "The bird flew south? Uhm.. .good luck tomorrow."
Dot-filled.pngDot-filled.png Neighbors ask you to perform I Ching readings.
Dot-filled.pngDot-filled.pngDot-filled.png Mothers for miles around ask you to interpret their newborns' horoscopes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could have a column in a major newspaper.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Your predictions make and break banks, stock markets...and military campaigns.

References:
WW2900 Kindred of the East 84

Pottery

Details

You are able to make and fire ceramic items, either for artistic or practical purposes.

Pottery
Dot-filled.png Hobbyist
Dot-filled.pngDot-filled.png Enthusiastic hobbyist; night school student
Dot-filled.pngDot-filled.pngDot-filled.png Professional; night school Instructor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Craftsperson; growing business
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Household name

References:
WW2302 Guide to the Camarilla 70

Psychoanalysis

Details

You are skilled in diagnosing and treating mental ailments (such as Derangements) without resorting to the use of behavior-altering drugs. Even Freud couldn’t cure people in a single session, so be patient! No amount of Psychoanalysis can cure a Malkavian’s initial derangement.

Psychoanalysis
Dot-filled.png A shoulder to cry on
Dot-filled.pngDot-filled.png Volunteer counselor
Dot-filled.pngDot-filled.pngDot-filled.png Professional counselor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Qualified psychoanalyst
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Freud

References:
WW2302 Guide to the Camarilla 70

Repair

Details

You are able to repair simple or complex devices of all sorts. This includes doors, cars, and even computers. Mastery in this skill means you are a jack-of-all-trades. This skill covers everything from simple carpentry to mechanics. Given the proper tools, you can fix almost anything.

Repair
Dot-filled.png You can assemble ready-made kits.
Dot-filled.pngDot-filled.png With proper time you can wire a house.
Dot-filled.pngDot-filled.pngDot-filled.png You save quite a few dollars in mechanics' fees.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are able to repair personal computers within minutes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png If it's broke, you can fix it.

References:
WW6600 Wraith: The Oblivion (2nd Ed) 124

Research

Details

Anyone who wants to find a specific piece of information needs this Knowledge. Research and the right materials can help you find almost anything that anyone's ever written down. Many research projects involve extended rolls and several nights' work, and some things may not be in the most accessible of libraries.

Research
Dot-filled.png You are familiar with public libraries and Web search engines.
Dot-filled.pngDot-filled.png You may work part-time as a research assistant. You know how to use Gopher and FTP systems, as well as several obscure hardcopy filing methods.
Dot-filled.pngDot-filled.pngDot-filled.png You are familiar with some private archives in your areas of study.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png With time, you can find almost anything you need to know.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are virtually a walking cross-reference library, and know where to start looking before the question has been fully phrased.

References:
WW2301 Vampire Storytellers Companion 30

Ride

Details

You can climb onto a riding animal and stand a good chance of getting where you want to go without falling off, being thrown or having anything else unpleasant happen to you. This Skill can also be combined with Mental Attributes to reflect your working knowledge of the relevant trappings and equipment.

Ride
Dot-filled.png Pony club member; dude ranch vacations
Dot-filled.pngDot-filled.png Pony club champion; weekend cowboy
Dot-filled.pngDot-filled.pngDot-filled.png Pony club instructor; professional cowboy
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Showjumping champion; rodeo star
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Stunt rider

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 33

Scuba

Details

You are proficient in the use of an aqualung (unnecessary for the Kindred), and are familiar with the many dangers of diving (such as sharks and the bends).

Scuba
Dot-filled.png Once a year, on vacation
Dot-filled.pngDot-filled.png Local club member
Dot-filled.pngDot-filled.pngDot-filled.png Instructor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Pro diver
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Navy SEAL

References:
WW2302 Guide to the Camarilla 70

Singing

Details

You can sing over a wide range, with a variety of styles and techniques.

Singing
Dot-filled.png You stand out when the family gathers around the piano.
Dot-filled.pngDot-filled.png You could get lead roles with local amateur societies, or become a lead singer with a garage band.
Dot-filled.pngDot-filled.pngDot-filled.png You could get a choral part on the professional stage, or get a recording contract.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could get a lead on Broadway or a record on the charts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png They’ll be playing your CDs 20 years from now.

References:
WW2302 Guide to the Camarilla 70

Skiing

Details

You can travel on skis for sport or transportation with little chance of a mishap. You can read snow, and know where it is safe and where it is not — under most circumstances.

Skiing
Dot-filled.png Vacation skier
Dot-filled.pngDot-filled.png Enthusiast
Dot-filled.pngDot-filled.pngDot-filled.png Ski bum
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Hotdogger, ski champ, Arctic forces
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Olympic medallist, elite forces

References:
WW2302 Guide to the Camarilla 70

Sleight Of Hand

Details

The quickness of your hands can deceive the eyes of others. You can perform magic tricks and other feats of legerdemain.

Sleight Of Hand
Dot-filled.png Card tricks at Christmas
Dot-filled.pngDot-filled.png Children’s parties
Dot-filled.pngDot-filled.pngDot-filled.png Stage magician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png TV magician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png A legend in your own time

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 33

Soulforging

Details

You have acheived the knowledge of how to turn human souls into something useful by the application of brute force and open flame. Not only can you turn a human soul into something else, you have a good sense for what a particular Corpus would function best as.

Soulforging
Dot-filled.png You know which end of the hammer to grab.
Dot-filled.pngDot-filled.png You can make a tea tray without injuring yourself.
Dot-filled.pngDot-filled.pngDot-filled.png Swords aren't beyond your skill.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can make anything, from any one, at any time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Lord Nhudri, I didn't recognize you...

Possessed by:
Wraiths

References:
WW6300 Guildbook: Artificers 51

Soulshaping

Details

You have trained long and hard at the arts of skillfully shaping plasm into decorative yet functional forms. This includes the capacity to judge what modifications would best suit any given client, and also the ability to carefully craft wraiths into inanimate objects. you can also evaluate a wraith's Moliations, learning the approximate skill level of the Masquer responsible. This Skill also imparts a working knowledge of Masquer signatures and current fashions in Moliate.

Soulshaping
Dot-filled.png You can smooth out wrinkles without hurting anyone.
Dot-filled.pngDot-filled.png You've dipped your fingers into plasm more than once.
Dot-filled.pngDot-filled.pngDot-filled.png You know all the basics and are developing a signature style.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png The intricacy of your work astounds and delights clients and casual observers alike.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png The Deathlords vie to employ your talents.

Possessed by:
Wraiths

References:
WW6011 Guildbook: Masquers 44

Speed Reading

Details

Through practice, you have developed the ability to read and absorb large quantities of written material in a short time.

Speed Reading
Dot-filled.png The New York Times in an hour
Dot-filled.pngDot-filled.png A novel in two to three hours
Dot-filled.pngDot-filled.pngDot-filled.png A textbook in two to three hours
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png A fat textbook in two to three hours
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png War & Peace in two to three hours

References:
WW2302 Guide to the Camarilla 70

Storytelling

Details

You are skilled in the art of telling a story in an entertaining manner, whether for pastime or profit. People enjoy listening to you, and you have a gift for using words in an evocative manner for an appreciative crowd.

Storytelling
Dot-filled.png You remember the punchlines to jokes and can relate anecdotes.
Dot-filled.pngDot-filled.png Typical campfire and urban legendfare, but you're always asked for them.
Dot-filled.pngDot-filled.pngDot-filled.png You're frequently asked to tell stories and some people even leave tips.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You're in demand and have entertained large crowds.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can keep an audience spellbound for as long as your voice holds out.

References:
WW6007 Wraith Players Guide 48
WW7100 Player's Guide for Changeling the Dreaming 46

Temporal Sense

Details

You have the natural affinity for the quirky, timeless existence of the sidhe. Time may flow backward, speed up or slow down, but you are able to maintain your equilibrium. This is a predominantly passive Skill, allowing coexistence with, but not control over, the various idiosyncrasies of fae time. This Skill is especially important to the sidhe and to fae who wield the Chronos Art.

Temporal Sense
Dot-filled.png You usually keep appointments.
Dot-filled.pngDot-filled.png You can keep time to music.
Dot-filled.pngDot-filled.pngDot-filled.png You don't need a watch.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You have an internal chronometer.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Time is your slave.


References:
WW7006 Nobles: The Shining Host 74

Torture

Details

You know how to inflict pain. Your ability is so precise as to be a science. You are capable of interrogating prisoners through torture and prolonging their suffering, keeping them barely alive — or undead.

Torture
Dot-filled.png You know how to hurt people in different ways.
Dot-filled.pngDot-filled.png You are good at causing extreme pain and can keep someone alive for interrogation purposes.
Dot-filled.pngDot-filled.pngDot-filled.png You are equal to a military torturer. You can create pain never experienced by most.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are equal to a professional torturer. You are able to get almost any information you want out of your subject.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are an artist and a scientist of pain and suffering.

References:
WW4014 Guide to the Technocracy 152
WW8113 Hunter Book: Wayward 79

Tracking

Details

You can identify the trail of an animal or person, and follow it under most conditions. The difficulty of such a feat varies according to the conditions - following fresh tracks in deep snow is easier than follow ing week-old tracks across a concrete sidewalk!

Tracking
Dot-filled.png Boy Scout
Dot-filled.pngDot-filled.png Eagle Scout
Dot-filled.pngDot-filled.pngDot-filled.png Hunter
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Indian tracker
Dot-filled.png