Difference between revisions of "Abilities"
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+ | <center>{{Template:AbilLists}}</center> | ||
+ | __NOTOC__ | ||
<br> | <br> | ||
− | < | + | ==Frequently Asked Questions== |
+ | |||
+ | Here are some topics that are routinely brought up. If you question is not answered here, please open a +request. | ||
+ | |||
+ | <font color=red>'''IMPORTANT NOTE:''' Some abilities listed are restricted. If you are unsure if your PC is eligible for it, ask staff.</font> | ||
− | ==What's the number scale for abilities?== | + | ===What's the number scale for abilities?=== |
{{ :Template:StatChart | {{ :Template:StatChart | ||
|title=Abilities | |title=Abilities | ||
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Most dice pools consist of an [[Attributes | 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. | Most dice pools consist of an [[Attributes | 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== | + | ===Lack of ability=== |
What if I need to roll an ability that I don't have? | What if I need to roll an ability that I don't have? | ||
* Treat the ability as zero. | * Treat the ability as zero. | ||
Line 24: | Line 30: | ||
* Exception: For supernatural perception (e.g. Awareness, Kenning), if you don't have it, then you auto-fail. | * Exception: For supernatural perception (e.g. Awareness, Kenning), if you don't have it, then you auto-fail. | ||
− | ==What are secondary abilities?== | + | ===What are secondary abilities?=== |
* More specialized than primary abilities. | * More specialized than primary abilities. | ||
* Typical base difficulty for all rolls is 6. | * Typical base difficulty for all rolls is 6. | ||
Line 38: | Line 44: | ||
* After character generation, buying/raising a secondary ability costs the same amount of XP as a primary at the same level. | * 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). | * This is loosely based on Players Guide to Garou page 177 (but the chargen costs are higher). | ||
+ | <br> | ||
+ | ---- | ||
+ | <br> | ||
+ | <font size=5pt>'''[[Primary Talents]]'''</font> | ||
+ | |||
+ | {| | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Primary_Talents#Alertness|Alertness]] | ||
+ | * [[Primary_Talents#Brawl|Brawl]] | ||
+ | * [[Primary_Talents#Empathy|Empathy]] | ||
+ | * [[Primary_Talents#Kenning|Kenning]] | ||
+ | * [[Primary_Talents#Shentao|Shentao]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Primary_Talents#Athletics|Athletics]] | ||
+ | * [[Primary_Talents#Do|Do]] | ||
+ | * [[Primary_Talents#Expression|Expression]] | ||
+ | * [[Primary_Talents#Leadership|Leadership]] | ||
+ | * [[Primary_Talents#Streetwise|Streetwise]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Primary_Talents#Awareness|Awareness]] | ||
+ | * [[Primary_Talents#Dodge|Dodge]] | ||
+ | * [[Primary_Talents#Intimidation|Intimidation]] | ||
+ | * [[Primary_Talents#Primal_Urge|Primal Urge]] | ||
+ | * [[Primary_Talents#Subterfuge|Subterfuge]] | ||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | ==Alertness== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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). | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Accounting | ||
+ | |rank1=Novice: You're no mindless drone. | ||
+ | |rank2=Practiced: Habitual eavesdropper. | ||
+ | |rank3=Competent: You keep a sharp eye on your surroundings. | ||
+ | |rank4=Expert: Whether from paranoia or good sense you are rarely caught off guard. | ||
+ | |rank5=Master: Your senses are on par with those of a wild animal. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 120<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 111<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 106<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 132<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 162<br> | ||
+ | WW8200 Demon: The Fallen 140<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Athletics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Athletics | ||
+ | |rank1=Novice: You lead a moderately active existence. | ||
+ | |rank2=Practiced: You can compete effectively in local sporting competitions. | ||
+ | |rank3=Competent: You can support yourself, at least in large measure, with the prizes you win in challenges of physical excellence. | ||
+ | |rank4=Expert: Stories of your prowess circulate widely. | ||
+ | |rank5=Master: Your reputation precedes you, and would-be rivals feel awe at your ability. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 120<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 111<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 106<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 133<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 162<br> | ||
+ | WW8200 Demon: The Fallen 141 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Awareness== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | Similar to Alertness, but for supernatural things not obvious to normal senses. See [[House Rules/Awareness]]. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Awareness | ||
+ | |rank1=Novice:You pick up strange vibes from certain places and people sometimes. | ||
+ | |rank2=Practiced:You know the supernatural when you see it or come in close contact with it. | ||
+ | |rank3=Competent: You can sense the flow of hidden forces through the world, peering behind the veil of mundane life. | ||
+ | |rank4=Expert: You pick up on subtle and hidden supernatural forces all around you. | ||
+ | |rank5=Master:You can sense a supernatural influence anywhere nearby, and you sometimes pick up on more distant forces, if they’re strong enough. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 106<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 133<br> | ||
+ | WW8200 Demon: The Fallen 141<br> | ||
+ | {{collapse bottom}} | ||
− | == | + | ==Brawl== |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
− | + | {{ :Template:StatChart | |
+ | |title=Brawl | ||
+ | |rank1=Novice: You don't immediately fold in the face of a fight. | ||
+ | |rank2=Practiced: You've had your share of tussels with neighbors and other local brawlers. | ||
+ | |rank3=Competent: You fight with confidence and competence, and you can count on winning or at least coming through a fight and remaining standing. | ||
+ | |rank4=Expert: You can take on most opponents and expect to win. | ||
+ | |rank5=Master: You do as much with your fists as many soldiers and knights do with their weapons. | ||
+ | }} | ||
− | + | '''References:'''<br> | |
+ | WW2300 Vampire The Masquerade (Revised Edition) 120<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 111<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 107<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 133<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 162<br> | ||
+ | WW8200 Demon: The Fallen 141 | ||
+ | {{collapse bottom}} | ||
− | + | ==Do== | |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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_.28Akashic_Brotherhood.29|Advanced Combat]] | |
− | + | {{ :Template:StatChart | |
+ | |title=Do | ||
+ | |rank1=Novice: Sometimes, the right movements come naturally, but usually you just respond by reflex. | ||
+ | |rank2=Practiced: Your mind and body work efficiently together, but remain separated by a lack of understanding. | ||
+ | |rank3=Competent: You can call yourself a Tao-shih without your master raising an eyebrow in amusement. | ||
+ | |rank4=Expert: Reflex and perception are one. Junior Akashics call you Sihing. | ||
+ | |rank5=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:'''<br> | |
+ | Akashic Brothers | ||
− | + | '''References:'''<br> | |
+ | WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 58<br> | ||
+ | WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 61 | ||
+ | {{collapse bottom}} | ||
− | + | ==Dodge== | |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | |
− | + | {{ :Template:StatChart | |
+ | |title=Dodge | ||
+ | |rank1=Novice: You reflexively avoid most minor sources of injury and show a measure of grace in your movements. | ||
+ | |rank2=Practiced: You're hard to hurt unless someone or something catches you by surprise. | ||
+ | |rank3=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. | ||
+ | |rank4=Expert: Only skilled warriors can expect to hurt you very much. | ||
+ | |rank5=Master: Wherever a threat is, you're almost inevitable somewhere else. | ||
+ | }} | ||
− | |||
− | + | '''References:'''<br> | |
+ | WW2300 Vampire The Masquerade (Revised Edition) 120<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 111<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 108<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 133<br> | ||
+ | WW8200 Demon: The Fallen 142 | ||
+ | {{collapse bottom}} | ||
− | + | ==Empathy== | |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
− | ==Secondary Talents== | + | {{ :Template:StatChart |
+ | |title=Empathy | ||
+ | |rank1=Novice: You seem sympathetic to people with whom you share something in common. | ||
+ | |rank2=Practiced: You share others' joys and sorrows, even when you haven't made any particular effort at it. | ||
+ | |rank3=Competent: You display keen insights into others' souls and enjoy a measure of respect or fear depending on how you use your wisdom. | ||
+ | |rank4=Expert: Few people can deceive you. Enemies mutter that you deal with dark powers, and friends believe that God has given you special perception. | ||
+ | |rank5=Master: Nothing human is mysterious to you. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 121<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 111<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 108<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 133<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 163<br> | ||
+ | WW8200 Demon: The Fallen 141 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Expression== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Expression | ||
+ | |rank1=Novice: Your talent has matured past crude poetry on notebook paper. | ||
+ | |rank2=Practiced: You could lead a college debate team. | ||
+ | |rank3=Competent: You could be a successful writer. | ||
+ | |rank4=Expert: Your work is Pulitzer material. | ||
+ | |rank5=Master: A visionary as yourself comes along only once in every generation. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 121<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 112<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 108<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 134<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 163<br> | ||
+ | WW8200 Demon: The Fallen 142 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Intimidation== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Intimidation | ||
+ | |rank1=Novice: Crude teenage bully | ||
+ | |rank2=Practiced: Mugger | ||
+ | |rank3=Competent: Drill sergeant | ||
+ | |rank4=Expert: Your air of authority cows casual passersby. | ||
+ | |rank5=Master: You can frighten off vicious animals. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 122<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 112<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 108<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 134<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 163<br> | ||
+ | WW8200 Demon: The Fallen 142 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Kenning== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Kenning | ||
+ | |rank1=Novice: Glamour tickles your senses. | ||
+ | |rank2=Practiced: You get impressions from locations that house freeholds. | ||
+ | |rank3=Competent: You can recognize an Undone changeling. | ||
+ | |rank4=Expert: Even the faintest traces of Glamour are clear to you. | ||
+ | |rank5=Master: The world of the supernatural is laid bare before you. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Changelings | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 163 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Leadership== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Leadership | ||
+ | |rank1=Novice: Captain of your Little League team | ||
+ | |rank2=Practiced: Student body president | ||
+ | |rank3=Competent: An effective CEO | ||
+ | |rank4=Expert: Presidential material | ||
+ | |rank5=Master: You could be the lord and master of a nation. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 122<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 115<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 108<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 136<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 163<br> | ||
+ | WW8200 Demon: The Fallen 143 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Primal Urge== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Primal Urge | ||
+ | |rank1=Novice: Captain of your Little League team | ||
+ | |rank2=Practiced: Student body president | ||
+ | |rank3=Competent: An effective CEO | ||
+ | |rank4=Expert: Presidential material | ||
+ | |rank5=Master: You could be the lord and master of a nation. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Shifters | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 113<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Shentao== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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 drago 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). | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Shentao | ||
+ | |rank1=Novice: You know if you're sleeping on a dragon nest, or if you just slept with a shen. | ||
+ | |rank2=Practiced: You can locate dragon nests with ease. You always find True Jade. | ||
+ | |rank3=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. | ||
+ | |rank4=Expert: You can spot hsien unerringly. You can spot other shen if given enough time. Sometimes you can spot Western supernaturals as well. | ||
+ | |rank5=Master: Your gaze eventually reveals almost every supernatural item, place or being. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Hsien | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7308 Land of Eight Million Dreams 88 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Streetwise== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Streetwise | ||
+ | |rank1=Novice: You know which neighborhoods to avoid. | ||
+ | |rank2=Practiced: You're accorded respect on the street. | ||
+ | |rank3=Competent: You could head your own gang. | ||
+ | |rank4=Expert: You have little to fear in even the worst neighborhoods. | ||
+ | |rank5=Master: If you haven't heard it, it hasn't been said. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 122<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 113<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 109<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 134<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 163<br> | ||
+ | WW8200 Demon: The Fallen 144 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Subterfuge== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Subterfuge | ||
+ | |rank1=Novice: You tell the occasional little white lie. | ||
+ | |rank2=Practiced: Vampire | ||
+ | |rank3=Competent: Criminal lawyer | ||
+ | |rank4=Expert: Deep-cover agent or CIA. | ||
+ | |rank5=Master: You're the very last person anyone would suspect. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 122<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 113<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 109<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 134<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 164<br> | ||
+ | WW8200 Demon: The Fallen 144 | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ===Secondary Talents=== | ||
Acting Artistic Expression Biorhythms | Acting Artistic Expression Biorhythms | ||
Blatancy Carousing Diplomacy | Blatancy Carousing Diplomacy | ||
Line 81: | Line 421: | ||
Search Seduction Sense Deception | Search Seduction Sense Deception | ||
Style Swimming Throwing | Style Swimming Throwing | ||
− | Ventriloquism | + | Ventriloquism |
− | + | =Primary Skills= | |
* '''Animal Ken:''' | * '''Animal Ken:''' | ||
Line 93: | Line 433: | ||
* '''Firearms:''' 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. | * '''Firearms:''' 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. | ||
+ | |||
+ | * '''Iskakku:''' | ||
+ | |||
+ | * '''Kailindo:''' | ||
+ | |||
+ | * '''Martial Arts (hard Style):''' | ||
+ | |||
+ | * '''Martial Arts (soft Style):''' | ||
* '''Melee:''' | * '''Melee:''' | ||
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Acrobatics Animal Training Archery | Acrobatics Animal Training Archery | ||
Artillery Biotech Blacksmith | Artillery Biotech Blacksmith | ||
− | Blind Fighting Boat Handling | + | Blind Fighting Blowgun Boat Handling |
− | + | Body Crafting Brewing Bribery | |
− | + | Brood Kenning Calligraphy Camouflage | |
− | Climbing Cooking | + | Carpentry Climbing Cooking |
− | Debate Demolitions | + | Dancing Debate Demolitions |
− | + | Disguise Divination (skill) Elusion | |
− | + | Energy Weapons Escapology Falconry | |
− | + | Fast-talk Fire Dancing First Aid | |
− | Forgery Gambling | + | Fishing Forgery Gambling |
− | + | Game Playing Gunsmithing Heavy Weapons | |
− | Herbalism High Ritual | + | Helmsman Herbalism High Ritual |
− | Hypertech Hypnotism | + | Hunting Hypertech Hypnotism |
− | + | Indoctrination Jetpack Jeweler | |
+ | Journalism Jury-rig Klaive Dueling | ||
Larceny Leatherworking Lip Reading | Larceny Leatherworking Lip Reading | ||
Lockpicking Maieusis Mechanic | Lockpicking Maieusis Mechanic | ||
Line 131: | Line 480: | ||
Psychoanalysis Repair Research | Psychoanalysis Repair Research | ||
Ride Scuba Singing | Ride Scuba Singing | ||
− | Skiing Sleight Of Hand | + | Skiing Sleight Of Hand Soulforging |
− | Speed Reading Storytelling | + | Soulshaping Speed Reading Storytelling |
− | + | Temporal Sense Torture Tracking | |
− | Vamp | + | Traps Vamp Webworking |
− | + | =Primary Knowledges= | |
* '''Academics:''' | * '''Academics:''' | ||
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Toxicology Tribal Lore Umbrood Protocols | Toxicology Tribal Lore Umbrood Protocols | ||
Vice Virtual Space Web Culture | Vice Virtual Space Web Culture | ||
− | Xenobiology | + | Xenobiology |
+ | |||
[[Category:Stats]] | [[Category:Stats]] |
Revision as of 21:34, 16 December 2021
Reference Lists | |||
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Abilities | ||
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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?
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).
AlertnessAthletics
Awareness
Brawl
Do
Dodge
Empathy
Expression
Intimidation
Kenning
Leadership
Primal Urge
Shentao
Streetwise
Subterfuge
|
Secondary Talents
Acting Artistic Expression Biorhythms Blatancy Carousing Diplomacy Dreamcraft (talent) Fast Draw Flight Fortune-telling Grace Guile Haggling Helldiving Homiletics Instruction Interrogation Intrigue Intuition Juggling Lucid Dreaming Malkavian Time Masquerade Might Mimicry Negotiation Newspeak Panhandling Persuasion Poetic Expression Public Speaking Scan Scrounging Search Seduction Sense Deception Style Swimming Throwing Ventriloquism
Primary Skills
- Animal Ken:
- Crafts: 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. A character should specialize when she reaches the expert level in this skill, if she hasn't already chosen her field.
- Drive: 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.
- Etiquette:
- Firearms: 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.
- Iskakku:
- Kailindo:
- Martial Arts (hard Style):
- Martial Arts (soft Style):
- Melee:
- Performance: 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. Characters who take this skill should specialize when they reach expert level.
- Security: 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.
- Stealth: Stealth is the ability to sneak about or hide without being noticed. Certain situational modifiers may be applied by the storyteller and is often rolled versus a difficulty number equal to the perception rating of the person that isn't supposed to notice.
- Survival: 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.
- Technology:
Secondary Skills
Acrobatics Animal Training Archery Artillery Biotech Blacksmith Blind Fighting Blowgun Boat Handling Body Crafting Brewing Bribery Brood Kenning Calligraphy Camouflage Carpentry Climbing Cooking Dancing Debate Demolitions Disguise Divination (skill) Elusion Energy Weapons Escapology Falconry Fast-talk Fire Dancing First Aid Fishing Forgery Gambling Game Playing Gunsmithing Heavy Weapons Helmsman Herbalism High Ritual Hunting Hypertech Hypnotism Indoctrination Jetpack Jeweler Journalism Jury-rig Klaive Dueling Larceny Leatherworking Lip Reading Lockpicking Maieusis Mechanic Meditation Microgravity Operations Mining Misdirection Mnesis Emulation Music Networking Origami Parachuting Photography Pickpocket Pilot Police Procedure Portents Pottery Psychoanalysis Repair Research Ride Scuba Singing Skiing Sleight Of Hand Soulforging Soulshaping Speed Reading Storytelling Temporal Sense Torture Tracking Traps Vamp Webworking
Primary Knowledges
- Academics:
- Bureaucracy:
- Computer: Your character understands how to operate and possibly even program a computer. At higher levels, this may also include knowledge of designing and building a system, as well as complicated hacking. Any attempted use of a computer requires that the character have this knowledge.
- Cosmology:
- Enigmas: This knowledge represents a knack for piecing together and remembering information vital to many kinds of problem solving. It assists your character in solving the mysteries created by the storyteller. It is essential for divining secret pathways, understanding esoteric knowledge and answering the riddles of mystical guardians.
- Finance:
- Gremayre: This knowledge represents the character's understanding of faerie magic and lore. It can be used when creating oaths or working enchantments, or even to create new Arts. Gremayre gives a character essential comprehension into the in depth workings of all things relating to the Dreaming.
- Investigation: Whether your character is tracking down a lost relative or investigating a crime scene, this knowledge allows her to recognize potential clues and know the procedure for procuring information and records. It provides the ability to procure evidence, perform forensic analysis and predict crime patterns.
- Law: This trait deals with knowledge of legal rights, jurisprudence and jargon. A high level in law does not necessarily mean that the character is certified to practice law. Many criminals and lay people have learned about the judicial system through self study or personal experience.
- Linguistics: Languages supplemental to your character's native language must be purchased through this knowledge. Each level of linguistics allows your character to speak another language fluently. It also gives the character an understanding of general linguistics and the structure of the language. With this ability, your character can attempt to identify accents or read lips.
- Lore Bygone:
- Lore Changeling:
- Lore Demon:
- Lore Fera:
- Lore Garou:
- Lore Kuei-jin:
- Lore Mage:
- Lore Sewer:
- Lore Sorcerer-psychic:
- Lore Spirit:
- Lore Vampire:
- Lore Wraith:
- Lore Wyrm:
- Medicine: Medicine is the study of the human body and the various techniques used to cure its ills. This knowledge incorporates an understanding of the structure and functions of the body, the uses of medicine, and the diagnosis and treatments of diseases. Many methods exist for treating patients, including acupuncture, aromatherapy, homeopathy, chiroparactics, medicinal herbalism and standard medical practices. A character may specialize in any of these fields or assume an overall understanding of many healing methods. Medicine also implies a certain understanding of pharmaceuticals.
- Occult:
- Politics:
- Research (demon):
- Rituals:
- Science: The knowledge of science quantifies your character's understanding of the basic sciences: physics, chemistry, botany, biology, geology, astronomy and others. In particular, it defines the useful application of science to make things. A general expertise in all fields is considered applicable to levels one through three. Once your character has four dots, she should specialize in a particular field.
Secondary Knowledges
Accounting Alchemy Animal Speech (knowledge) Anthropology Archaeology Architecture Area Knowledge Art History Astrology Astronomy Biology Biopsychology Body Control Botany Chemistry Chimerical Alchemy Church History City Secrets Classics Computer Hacking Computer Programming Conspiracy Theory Construct Politics Covert Culture Criminology Cryptography Culture Cybernetics Dream Lore Ecology Economics Electronics Engineering Enochian Ethnology Fine Arts Forensics Forensic Pathology Garou Astrology Gematria Genetics Geology Heraldry History Hypermathematics Koldunism Law Enforcement Literature Logic Mathematics Media Memories Metallurgy Metaphysics Meteorology Military Science Mythology Naturalist Navigation Numerology Paleography Paraphysics Parapsychology Pharmacopoeia Philosophy Phlogeny Physics Power-brokering Propaganda Psychodynamics Psychology Religious Rites Religious Scriptures Sacred Geometry Sacred Scriptures Saurimancy Sociobiology Strategy Subdimensions Taxidermy Terrorism Thanatology Theology The Art Of Memory Toxicology Tribal Lore Umbrood Protocols Vice Virtual Space Web Culture Xenobiology