Secondary Skills
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Acrobatics
Animal Training
You are able to train animals to obey commands and possibly perform tricks or other feats. Each species is a different specialty.
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Archery
You know how to fire a bow, and may be able to do so with great proficiency.
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Artillery
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.
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Biotech
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.
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Blacksmith
You are skilled in the working of iron, and can make objects from iron and steel.
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Blind Fighting
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.)
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Blowgun
This skill is required to use a blowgun accurately, though unskilled characters may use Dexterity + Strength with a difficulty modifier of +3.
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Boat Handling
You know your way around a boat, and can operate effectively in any crew position.
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Body Crafting
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.
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Brewing
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.
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Bribery
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.
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Brood Kenning
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.
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Calligraphy
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".
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Camouflage
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.
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Carpentry
You are a competent woodworker, able to craft a variety of objects from wood.
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Climbing
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.
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Cooking
You know how to prepare a variety of meals, and present them in an appealing manner.
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Dancing
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.
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Debate
You are skilled at reasoned debate, and can present a convincing case through reason and logic.
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Demolitions
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.
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Disguise
You can conceal your appearance and even make yourself look like another specific person through the use of clothes and makeup.
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Divination (skill)
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.
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Elusion
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.
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Energy Weapons
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.
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Escapology
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.
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Falconry
Once the sport of nobles, falconry is now practiced only by a few enthusiasts.
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Fast-talk
This Skill allows you to convince someone of something using a sincere expression and an avalanche of words rather than reasoned debate and logic.
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Fire Dancing
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.)
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First Aid
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.
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Fishing
You can judge a body of water, and have a fair chance of catching fish if there are any to be caught.
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Forgery
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.
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Gambling
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.
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Game Playing
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.
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Gunsmithing
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.
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Heavy Weapons
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.
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Helmsman
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.)
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Herbalism
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.
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High Ritual
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.
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Hunting
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.
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Hypertech
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.
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Hypnotism
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.
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Indoctrination
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.
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Jetpack
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.
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Jeweler
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.
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Journalism
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.
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Jury-rig
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.
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Klaive Dueling
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.
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Larceny
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.
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Leatherworking
You are able to produce serviceable items of leather, either for sale or for your own use.
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Lip Reading
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.
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Lockpicking
You are able to open locks without the correct key or the right combination.
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Maieusis
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.
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Mechanic
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.
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Meditation
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.
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Microgravity Operations
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.
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Mining
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.
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Misdirection
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.
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Mnesis Emulation
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).
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Music
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.
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Networking
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:
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Origami
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.
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Parachuting
You know how to use a parachute, both for sport and for other purposes.
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Photography
You know how to use a camera to produce quality and artistic pictures. You also know how to process photographic materials.
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Pickpocket
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.
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Pilot
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).
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Police Procedure
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).
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Portents
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."
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Pottery
You are able to make and fire ceramic items, either for artistic or practical purposes.
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Psychoanalysis
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.
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Repair
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.
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Research
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.
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Ride
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.
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Scuba
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).
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Singing
You can sing over a wide range, with a variety of styles and techniques.
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Skiing
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.
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Sleight Of Hand
The quickness of your hands can deceive the eyes of others. You can perform magic tricks and other feats of legerdemain.
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Soulforging
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.
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Soulshaping
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.
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Speed Reading
Through practice, you have developed the ability to read and absorb large quantities of written material in a short time.
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Storytelling
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.
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Temporal Sense
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.
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Torture
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.
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Tracking
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!
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Traps
You know how to set various types of traps according to the type of game you want to catch. Specialties: Specific Species, Deadfalls, Pits
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Vamp
You can use your seductive means to get any information from anyone. Whether you’re acting out the role of the empathetic girlfriend, the barroom floozy, the loving wife or the adventurous mistress, you know how to please. You can be subtle or overt, coy or wanton, depending on what promises the best results, and you can interpret your subject’s turn-ons to better accomplish your seduction. If the vampire practicing this Skill actually goes through with the acts he suggests, he may need to spend blood points to function properly; see Vampire: The Masquerade, pages 138-9 for details. (Note: This Skill relates only to using sex to achieve an end. Being charming, alluring or desirable is an application of Empathy, Expression, Performance or Subterfuge, likely coupled with Appearance or Charisma. Only the dullest of victims may fail to realize the carnal pleasures proposed by a user of this Skill, and many vampires consider its use distasteful or vulgar, as they no longer concern themselves with such base mortal acts, especially among the Sabbat.)
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Webworking
As per the Bygone Power - Webbing: The spider's web traps the unwary fly — the more it struggles, the more certain is its doom. Like the spider, you can entrap your enemies in webbing, a magical beard, sticky saliva or some other substance. Although this Advantage is innate, complex web-weaving must be learned; consider Webworking a Skill, one that only silk-spinners can purchase. A good Dexterity + Webworking roll will allow you to: Difficulty Feat Standard webbing has six soak dice and three Health Levels. To escape your trap, a victim must make three or more successes on a Strength roll with an 8 difficulty (or, for more complexity, make a resisted roll pitting the character's Strength against a Strength 8 web. At the Storyteller's discretion, weaker (or stronger) webbing may lower (or raise) the difficulty of escape.
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