Difference between revisions of "Abilities"
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− | = | + | <font size=4pt>'''[[Secondary Talents]]'''</font> |
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− | * ''' | + | <font size=5pt>'''[[Primary Skills]]'''</font> |
+ | |||
+ | {| | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Primary_Skills#Animal_Ken|Animal Ken]] | ||
+ | * [[Primary_Skills#Etiquette|Etiquette]] | ||
+ | * [[Primary_Skills#Kailindo|Kailindo]] | ||
+ | * [[Primary_Skills#Melee|Melee]] | ||
+ | * [[Primary_Skills#Stealth|Stealth]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Primary_Skills#Crafts|Crafts]] | ||
+ | * [[Primary_Skills#Firearms|Firearms]] | ||
+ | * [[Primary_Skills#Martial_Arts_(hard_Style)|Martial_Arts_(hard_Style)]] | ||
+ | * [[Primary_Skills#Performance|Performance]] | ||
+ | * [[Primary_Skills#Survival|Survival]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Primary_Skills#Drive|Drive]] | ||
+ | * [[Primary_Skills#Iskakku|Iskakku]] | ||
+ | * [[Primary_Skills#Martial_Arts_(soft_Style)|Martial_Arts_(soft_Style)]] | ||
+ | * [[Primary_Skills#Security|Security]] | ||
+ | * [[Primary_Skills#Technology|Technology]] | ||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | ==Animal Ken== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Animal Ken | ||
+ | |rank1=Novice: You can get a domesticated horse to let you pet it. | ||
+ | |rank2=Practiced: You can housebreak a puppy. | ||
+ | |rank3=Competent: You could train a seeing-eye dog. | ||
+ | |rank4=Expert: Circus animal trainer | ||
+ | |rank5=Master: You can tame wild beasts without benefit of supernatural powers. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 123<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 114<br> | ||
+ | WW8200 Demon: The Fallen 144<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 165<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Crafts== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Crafts | ||
+ | |rank1=Novice: High-school wood shop | ||
+ | |rank2=Practiced: You're starting to develop your own style. | ||
+ | |rank3=Competent: You could make a living at your work. | ||
+ | |rank4=Expert: Your work is featured in college-level textbooks for your field. | ||
+ | |rank5=Master: Your artistry is virtually without peer. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 124<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 114<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 109<br> | ||
+ | WW8200 Demon: The Fallen 144<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 165<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 135<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Drive== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Drive | ||
+ | |rank1=Novice: You know how to work an automatic transmission. | ||
+ | |rank2=Practiced: You can drive a stick shift or a motorcycle. | ||
+ | |rank3=Competent: Professional trucker. | ||
+ | |rank4=Expert: NASCAR, daredevil or tank pilot. | ||
+ | |rank5=Master: You can make a Yugo do tricks out of a James Bond movie. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 124<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 114<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 110<br> | ||
+ | WW8200 Demon: The Fallen 146<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 165<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 135<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Etiquette== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Etiquette | ||
+ | |rank1=Novice: You know when to keep your mouth shut. | ||
+ | |rank2=Practiced: You've been to a black-tie event or two. | ||
+ | |rank3=Competent: You know your way around even obscure silverware. | ||
+ | |rank4=Expert: Her Majesty would consider you charming. | ||
+ | |rank5= | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 124<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 115<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 110<br> | ||
+ | WW8200 Demon: The Fallen 146<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 165<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 135<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Firearms== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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). | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Firearms | ||
+ | |rank1=Novice: You have fired a gun before. | ||
+ | |rank2=Practiced: You have recieved profesional training with firearms. | ||
+ | |rank3=Competent: You are skilled and have survived several firefights. | ||
+ | |rank4=Expert: Professional Sniper or Assassin. | ||
+ | |rank5=Master: You are among the most elite in firearms, Top Five in the World. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 124<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 115<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 111<br> | ||
+ | WW8200 Demon: The Fallen 146<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 165<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 136<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Iskakku== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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_.28Children_of_Gaia_et_al.29|Advanced Combat]]. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Iskakku | ||
+ | |rank1=Novice: You can use a staff to attack or defend. | ||
+ | |rank2=Practiced: You know the basics of disabling your opponents. | ||
+ | |rank3=Competent: You are a flurry of blows and blocks. | ||
+ | |rank4=Expert: Shwolin monks stand up and take notice. | ||
+ | |rank5=Master: You're almost more dangerous in Homid with a staff than in Crinos with your teeth and claws. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Shifters and kinfolk of any tribe. | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3853 Tribebook: Children of Gaia (Revised Edition) 81 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Kailindo== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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_.28Stargazers.29|Advanced Combat]]. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Kailindo | ||
+ | |rank1=Novice: You've taken a few lessons. | ||
+ | |rank2=Practiced: You know what you're doing in practice sessions. | ||
+ | |rank3=Competent: You generally win sparring matches; you're confident in battle. | ||
+ | |rank4=Expert: You understand both the theory and practice intimately. | ||
+ | |rank5=Master: You are Kailindo. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Stargazer Garou | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3806 Players Guide to Garou 181<br> | ||
+ | WW3806 Players Guide to Garou 220 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Martial Arts (hard Style)== | ||
+ | ==Martial Arts (soft Style)== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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:'''<br> | ||
+ | * 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#Martial_Arts|Advanced Combat]] for the maneuver lists for both styles and additional details. | ||
+ | |||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Martial Arts (hard & soft Styles) | ||
+ | |rank1=You are learning! | ||
+ | |rank2=One maneuver | ||
+ | |rank3=Two total maneuvers | ||
+ | |rank4=Three total maneuvers | ||
+ | |rank5=Four total maneuvers | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2900 Kindred of the East 140<br> | ||
+ | WW2901 Kindred of the East Companion 118 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Melee== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Melee | ||
+ | |rank1=Novice: You know the right way to hold a knife. | ||
+ | |rank2=Practiced: You may have been in the occasional streetfight. | ||
+ | |rank3=Competent: You could make a college fencing team. | ||
+ | |rank4=Expert: You could keep order in the prince's court. | ||
+ | |rank5=Master: Your enemies would rather face a SWAT team than your blade. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 125<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 115<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 111<br> | ||
+ | WW8200 Demon: The Fallen 146<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 166<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 136<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Performance== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title= | ||
+ | |rank1=Novice: You could sing in the church choir. | ||
+ | |rank2=Practiced: You could get a leading part in a college production. | ||
+ | |rank3=Competent: You're in demand at the local clubs. | ||
+ | |rank4=Expert: You have the talent to be a national sensation. | ||
+ | |rank5=Master: You are a virtuoso without peer. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 125<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 116<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 112<br> | ||
+ | WW8200 Demon: The Fallen 147<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 166<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 137<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Security== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title= | ||
+ | |rank1=Novice: You can pick a simple lock. | ||
+ | |rank2=Practiced: You can hot-wire a car. | ||
+ | |rank3=Competent: You can bypass or disable house alarms. | ||
+ | |rank4=Expert: You can crack a safe. | ||
+ | |rank5=Master: You could get a bomb out of - or into - the Pentagon. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2300 Vampire The Masquerade (Revised Edition) 125<br> | ||
+ | WW4014 Guide to the Technocracy 151<br> | ||
+ | WW8200 Demon: The Fallen 147<br> | ||
+ | {{collapse bottom}} | ||
− | + | ==Stealth== | |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
− | + | {{ :Template:StatChart | |
+ | |title= | ||
+ | |rank1=Novice: You can hide in a darkened room. | ||
+ | |rank2=Practiced: You can shadow someone from streetlight to streetlight. | ||
+ | |rank3=Competent: You have little difficulty finding prey from evening to evening | ||
+ | |rank4=Expert: You can move quietly over dry leaves. | ||
+ | |rank5=Master: Nosferatu elder | ||
+ | }} | ||
− | |||
− | + | '''References:'''<br> | |
+ | WW2300 Vampire The Masquerade (Revised Edition) 126<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 116<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 112<br> | ||
+ | WW8200 Demon: The Fallen 147<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 166<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 137<br> | ||
+ | {{collapse bottom}} | ||
− | + | ==Survival== | |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | |
− | + | {{ :Template:StatChart | |
+ | |title= | ||
+ | |rank1=Novice: You can cope with the routine changes of whatever sort of wilderness was closest to your home. | ||
+ | |rank2=Practiced: You won't starve in most enviroments, though it won't be comfortable until you get to the next settlement. | ||
+ | |rank3=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. | ||
+ | |rank4=Expert: You can blaze new paths through unbroken wilderness and cope with almost any challenge that the natural world can throw at you. | ||
+ | |rank5=Master: The dark powers of the night (and day) in the lands beyond civilization hold no terror for you. | ||
+ | }} | ||
− | |||
− | + | '''References:'''<br> | |
+ | WW2300 Vampire The Masquerade (Revised Edition) 126<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 117<br> | ||
+ | WW4600 Mage: The Ascension (Revised) 112<br> | ||
+ | WW8200 Demon: The Fallen 148<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 166<br> | ||
+ | WW92051 Wraith: the Oblivion (20th Anniversary) 137<br> | ||
+ | {{collapse bottom}} | ||
− | + | ==Technology== | |
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | 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. | ||
− | + | {{ :Template:StatChart | |
+ | |title=Technology | ||
+ | |rank1=Novice: You can re-wire a lamp and do some common household repairs. | ||
+ | |rank2=Practiced: You can do some basic electrical work or build a crystal radio set. | ||
+ | |rank3=Competent:You’re a skilled electrical engineer (with or without the college degree), able to design and build various devices. | ||
+ | |rank4=Expert: You can alter and upgrade existing electronic equipment. | ||
+ | |rank5=Master:You’re ahead of your time when it comes to designing and building new technology. | ||
+ | }} | ||
− | |||
− | + | '''References:'''<br> | |
+ | WW4600 Mage: The Ascension (Revised) 113<br> | ||
+ | WW8200 Demon: The Fallen 148<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 168<br> | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
==Secondary Skills== | ==Secondary Skills== |
Revision as of 23:38, 17 December 2021
Reference Lists | |||
---|---|---|---|
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?
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).
ListStats
AlertnessAthletics
Awareness
Brawl
Do
Dodge
Empathy
Expression
Intimidation
Kenning
Leadership
Primal Urge
Shentao
Streetwise
Subterfuge
|
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
Animal Ken
Crafts
Drive
Etiquette
Firearms
Iskakku
Kailindo
Martial Arts (hard Style)Martial Arts (soft Style)
Melee
Performance
Security
Stealth
Survival
Technology
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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