Difference between revisions of "Abilities"
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<font size=4pt>'''[[Secondary Talents]]'''</font> | <font size=4pt>'''[[Secondary Talents]]'''</font> | ||
− | + | {| | |
− | + | ||
− | + | | style="vertical-align: top; width: 20%; padding-right: 25px" | | |
− | + | * [[Secondary_Talents#Acting|Acting]] | |
− | + | * [[Secondary_Talents#Carousing|Carousing]] | |
− | + | * [[Secondary_Talents#Flight|Flight]] | |
− | + | * [[Secondary_Talents#Haggling|Haggling]] | |
− | + | * [[Secondary_Talents#Interrogation|Interrogation]] | |
− | + | * [[Secondary_Talents#Lucid_Dreaming|Lucid Dreaming]] | |
− | + | * [[Secondary_Talents#Mimicry|Mimicry]] | |
− | + | * [[Secondary_Talents#Persuasion|Persuasion]] | |
− | + | * [[Secondary_Talents#Scrounging|Scrounging]] | |
− | + | * [[Secondary_Talents#Style|Style]] | |
− | + | ||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Secondary_Talents#Artistic_Expression|Artistic Expression]] | ||
+ | * [[Secondary_Talents#Diplomacy|Diplomacy]] | ||
+ | * [[Secondary_Talents#Fortune-telling|Fortune-telling]] | ||
+ | * [[Secondary_Talents#Helldiving|Helldiving]] | ||
+ | * [[Secondary_Talents#Intrigue|Intrigue]] | ||
+ | * [[Secondary_Talents#Malkavian_Time|Malkavian Time]] | ||
+ | * [[Secondary_Talents#Negotiation|Negotiation]] | ||
+ | * [[Secondary_Talents#Poetic_Expression|Poetic Expression]] | ||
+ | * [[Secondary_Talents#Search|Search]] | ||
+ | * [[Secondary_Talents#Swimming|Swimming]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Secondary_Talents#Biorhythms|Biorhythms]] | ||
+ | * [[Secondary_Talents#Dreamcraft_(talent)|Dreamcraft (talent)]] | ||
+ | * [[Secondary_Talents#Grace|Grace]] | ||
+ | * [[Secondary_Talents#Homiletics|Homiletics]] | ||
+ | * [[Secondary_Talents#Intuition|Intuition]] | ||
+ | * [[Secondary_Talents#Masquerade|Masquerade]] | ||
+ | * [[Secondary_Talents#Newspeak|Newspeak]] | ||
+ | * [[Secondary_Talents#Public_Speaking|Public Speaking]] | ||
+ | * [[Secondary_Talents#Seduction|Seduction]] | ||
+ | * [[Secondary_Talents#Throwing|Throwing]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Secondary_Talents#Blatancy|Blatancy]] | ||
+ | * [[Secondary_Talents#Fast_Draw|Fast Draw]] | ||
+ | * [[Secondary_Talents#Guile|Guile]] | ||
+ | * [[Secondary_Talents#Instruction|Instruction]] | ||
+ | * [[Secondary_Talents#Juggling|Juggling]] | ||
+ | * [[Secondary_Talents#Might|Might]] | ||
+ | * [[Secondary_Talents#Panhandling|Panhandling]] | ||
+ | * [[Secondary_Talents#Scan|Scan]] | ||
+ | * [[Secondary_Talents#Sense_Deception|Sense Deception]] | ||
+ | * [[Secondary_Talents#Ventriloquism|Ventriloquism]] | ||
+ | |||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | ==Acting== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You are practiced at feigning emotions, beliefs or frames of mind. Even if you have never been on stage before, you could do an adequate job if you were ever thrust upon it. Howeve, simply because you have this Ability does not mean you use it unethically. Many honorable politicians have used it to lend power and depth to their speeches (notably Churchill and Roosevelt). You are able to feign tears, anger, friendliness and virtue. | ||
+ | |||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Acting | ||
+ | |rank1=Novice: A rank amateur, you can feign sickness. | ||
+ | |rank2=Practiced: You have developed a wide range of acting ability. | ||
+ | |rank3=Competent: You are capable of playing almost any role. | ||
+ | |rank4=Expert: You are certainly a professional, or have that potential. | ||
+ | |rank5=Master: You could win, or have won, an Academy Award. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 145<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 35 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Artistic Expression== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You have the talent to produce works of art in various media. You can produce saleable works of two- or threedimensional art, and understand something of the technical aspects of paintings and sketches. You are able to sketch a reasonably accurate rendition of a place or person. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title= | ||
+ | |rank1=Novice: Your work is simple, seen as charmingly naive by some and as amateurish by others. | ||
+ | |rank2=Practiced: Your work could win prizes at local art society shows. | ||
+ | |rank3=Competent: You could get a showing in a minor gallery. | ||
+ | |rank4=Expert: Your work is widely admired, and galleries contact you about mounting exhibitions. You are invited to teach at local art colleges. | ||
+ | |rank5=Master: You are acknowledged as a driving force in contemporary art. Your work commands enormous prices, and is found in art museums as well as commercial galleries and private collections. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide, 2nd Ed. 22<br> | ||
+ | WW2302 Guide to the Camarilla 69<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 35<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 164<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Biorhythms== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You have the ability to make changes in your metabolism and other bodily functions. These alterations may consist of small tweaks to such aspects of your physiology as body temperature, or large-scale system shutdowns that allow you to survive catastrophic circumstances. | ||
+ | |||
+ | While ursine Gurahl must take two dots in the Talent to reflect their basic bear heritage, human-born werebears may find this Ability incredibly useful in many circumstances. Advanced levels enable you to fine-tune your metabolism so that nearly every part of your body comes under conscious control. Practical applications include control of respiratory functions, pain management, fertility, and blood circulation. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Biorhythms | ||
+ | |rank1=Novice: You can make minor adjustments in internal body temperature and heart rate. | ||
+ | |rank2=Practiced: You can mimic the process of hibernation by slowing down your metabolism. | ||
+ | |rank3=Competent: You can exercise phenomenal control over your respiratory and involuntary muscle systems. | ||
+ | |rank4=Expert: You can isolate single portions of your metabolism while leaving others untouched. | ||
+ | |rank5=Master: The most renowned yogis in the world have nothing on you; you can go so far as to stop your heart and restart it after a prolonged hiatus. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Gurahl | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3079 Gurahl 86+ | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Blatancy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You specialize in doing vulgar magick in plain sight and having Sleepers accept it. You may be a stage magician with a large following or a faith healer who prepares the faithful to accept miracles. Or you may just appear to be so weird and outlandish that compared to yourself, the things you do are mundane. This Talent can be combined with Manipulation to make Sleepers view vulgar magick as coincidental. Note that this Talent only works under the right circumstances; throwing fireballs down Main Street would be considered vulgar no matter what the cover might be. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Blatancy | ||
+ | |rank1=Novice: It's amazing how you pull gold bricks out of people's ears. How'd you do that trick? | ||
+ | |rank2=Practiced: Only a weirdo would tape rubber bat wings to a cat and throw it out the window. Good thing it landed okay. Someone should call the Humane Society. | ||
+ | |rank3=Competent: The giant robot in your garage is really neat, and the kids love watching it walk around when you hook up the rubber brain in the jar. Would you consider leeting the schol use it for their Haunted House? | ||
+ | |rank4=Expert: Mrs. Wilson is on the roof again with her broomstick. It's really sad how she's gotten since her husband died. Poor woman. I think she really thinks she's a witch. But would you explain to the children that what we saw was just the wind and that we did not see her flying? | ||
+ | |rank5=Master: I'm a toad! Cool! Give me another hit of that stuff, man. This trip is really funky. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Mages | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 14 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Carousing== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This is the ability to have a good time at a party or other social occasion, and to make sure others around you also have a good time. Normally, it involves a mixture of eating, drinking and good cheer. On a successful roll of Manipulation + Carousing, the character can make a lasting good impression on everyone around him; this can be helpful for trying to make friends, garner information or distract the attendees while a partner rifles the coat room. | ||
+ | |||
+ | Vampire: Carousing also includes the ability to appear to eat and drink, normally, without actually doing so. Using this Ability, one of the Kindred could attend an opening-night cast party without arousing any suspicion. On a successful roll of Manipulation + Carousing, no one notices that the character neither eats nor drinks. | ||
+ | |||
+ | The difficulty of the roll depends on the social event: three or less for a house party with a buffet, seven or more for a sitdown dinner. This Ability can also be used to determine how entertaining and popular the character is at a party or event. | ||
+ | |||
+ | {| | ||
+ | | style="vertical-align: top; width: 400px; padding-right: 25px" | | ||
+ | {{ :Template:StatChart | ||
+ | |title=Carousing | ||
+ | |rank1=Novice: Good ol' Uncle Bill | ||
+ | |rank2=Practiced: Jake the Frat Rat | ||
+ | |rank3=Competent: James Bond | ||
+ | |rank4=Expert: The Three Musketeers | ||
+ | |rank5=Master: Bluto in "Animal House" | ||
+ | }} | ||
+ | | style="vertical-align: top; width: 400px; padding-right: 25px" | | ||
+ | {{ :Template:StatChart | ||
+ | |title=Carousing (For Vampires) | ||
+ | |rank1=Novice: You can plead a small appetite or recent illness. | ||
+ | |rank2=Practiced: Perhaps you’re watching your diet. | ||
+ | |rank3=Competent: A charming dinner companion. | ||
+ | |rank4=Expert: You obviously enjoyed the food. | ||
+ | |rank5=Master: You even called for seconds. | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide, 2nd Ed. 22<br> | ||
+ | WW2301 Vampire Storytellers Companion 22<br> | ||
+ | WW2302 Guide to the Camarilla 69<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 35<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 164<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Diplomacy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You have the ability to deal with people of all types and creeds. Even when handling touchy subjects, you are able to get results without ruffling too many feathers. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Diplomacy | ||
+ | |rank1=Novice: You can state your position without driving anyone away from the negotiating table. | ||
+ | |rank2=Practiced: Friends ask you to deal with things for them. | ||
+ | |rank3=Competent: You could shine in management or personnel. | ||
+ | |rank4=Expert: You could be a professional union negotiator or ombudsman. | ||
+ | |rank5=Master: You can defuse nearly any situation, from an industrial dispute to a religious war. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 67<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 35<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Dreamcraft (talent)== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You are the master of your own dreams and visions. At lower levels, you can exercise a bit of dream recall and initiation; at greater levels, you can attempt to gain conscious awareness during a dream (Manipulation + Dreaming, difficulty 6), consciously control your own actions within the dream (difficulty 7), and even try to alter your surroundings (difficulty 8). | ||
+ | |||
+ | Used during trances or meditations, this Talent can be a useful tool for puzzling through riddles, or understanding visions. A successful Wits + Dreamcraft roll might help you reduce the difficulty of Enigmas or Occult contest. Some magical traditions teach Dreamcraft techniques, and consider it an almost megical talent. Contemporary dream researchers and psychotherapists call this ability "lucid dreaming," and study it as if they could really learn something by quantifying dreams. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Dreamcraft (talent) | ||
+ | |rank1=Novice: You can remember a previous dream in some degree of detail. | ||
+ | |rank2=Practiced: You can "will" yourself into a specirfic kind of dream (a nightmare, a reoccurring vision, a memory-recall, etc.). | ||
+ | |rank3=Competent: You have limited control over your own dreams. | ||
+ | |rank4=Expert: Dreams are familiar territory; you journey there to gather hints from your inner self. | ||
+ | |rank5=Master: Dreams sometimes seem more real than the waking world. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4010 World of Darkness: Sorcerer 58 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Fast Draw== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | This Skill allows you to ready a weapon almost instantly. You can draw a weapon and have it ready for use just as if it had been in your hand all along. | ||
+ | |||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Fast Draw | ||
+ | |rank1=Novice: You have good reflexes. | ||
+ | |rank2=Practiced: You’re good, but not great. | ||
+ | |rank3=Competent: You would have lasted a little while in the Old West. You could work Wild West shows. | ||
+ | |rank4=Expert: Pretty fast. You could headline your own act. | ||
+ | |rank5=Master: Greased lightning. You might have been able to take Billy the Kid. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 70<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 47 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Flight== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | Alone among the Changing Breeds, Corax can fly. More than that, the wereravens love to fly, taking every opportunity to spread their wings and get some altitude. A Corax who doesn't excel at Flight is likely to take a lot of flak — of the verbal kind — from his cousins until he gets good at it. | ||
+ | While all Corax have the ability to flyfrom Point A to Point B without crash-landing along the way, Flight demonstrates a wereraven's knack for serious aerial agility. Corax with Flight can navigate more accurately, squeeze through smaller spaces while airborne and perform more and more complicated acrobatic maneuvers. The talent also covers such related acts as pulling out of falls, landing on precarious surfaces, and picking things up without landing first. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Flight | ||
+ | |rank1=Novice: You can take off and land without crashing too often. | ||
+ | |rank2=Practiced: Trees and buildings areno obstacle. | ||
+ | |rank3=Competent: You can weave through brambles and skyscrapers with equal ease. | ||
+ | |rank4=Expert: Nonatural creature cankeep up with you in the air. | ||
+ | |rank5=Master: Immelmans and barrel rolls? Blindfolded? No problem. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 115<br> | ||
+ | WW3077 Corax 68 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Fortune-telling== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You may or may not have the gift to tell accurate fortunes, but you can make people believe you do. | ||
+ | |||
+ | Changeling: While this Talent confers no magic in and of itself, it may add to your successes. For each 2 successes, reduce the difficulty of the Soothsay cantrip by 1. | ||
+ | |||
+ | Mage/Sorcerer/Psychic: While this Talent confers no magick in and of itself, it may add to your successes. For each 2 successes, reduce the difficutly of divination magick by 1. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Fortune-telling | ||
+ | |rank1=Novice: You are able to use one method of divination adequately, and treat this Ability as a pastime. | ||
+ | |rank2=Practiced: You can use one method of fortune telling well, and can tell someone general information that will apply to her. | ||
+ | |rank3=Competent: You know a lot about certain methods of fortune telling and can tell anyone detailed information that will apply to him. | ||
+ | |rank4=Expert: You are able to use multiple methods well, and have a keen understanding of what people want to hear. | ||
+ | |rank5=Master: An oracle; Gypsies take lessons from you. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2303 Guide to the Sabbat 88<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 15<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 36 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Grace== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This is the ability to function "smoothly" in a social setting. Gossiping, cutting deals, making a good first impression on a visiting dignitary, and handling yourself in a salon of elders are all aspects of Grace. Graceless characters may be boorish, introverted or under-socialized. Those with higher Grace get along with people in any crowd and often have many contacts. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Grace | ||
+ | |rank1=Novice: Debutante | ||
+ | |rank2=Practiced: Senator | ||
+ | |rank3=Competent: Hollywood celebrity | ||
+ | |rank4=Expert: Public relations director | ||
+ | |rank5=Master: Vampire prince | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 15 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Guile== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | One with the Guile talent has a knack for cunning, craftiness, and artful duplicity. Acting like you have a job on Wall Street when you're actually unemployed would take a lot of guile. | ||
+ | |||
+ | While it generally has a negative connotation, people who have guile are also thought of as being wily, clever, and shrewd. Those who are free of guile are pure and upstanding. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Guile | ||
+ | |rank1=Novice: Phil Harrison | ||
+ | |rank2=Practiced: Londo Mollari | ||
+ | |rank3=Competent: Agent Coulson | ||
+ | |rank4=Expert: Voldemort | ||
+ | |rank5=Master: Methos | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2002 Vampire The Masquerade (2nd Edition Text Only) 92 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Haggling== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are skilled at bargaining and can reduce another’s price, or get some other concession, under most circumstances. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Haggling | ||
+ | |rank1=Novice: You can knock a few bucks off the price of something at a flea market or garage sale. | ||
+ | |rank2=Practiced: You get used cars for what they're worth, not what they're marked. | ||
+ | |rank3=Competent: You can play the game of prestation better than any of your peers. | ||
+ | |rank4=Expert: Princes ask you if they're getting a good deal. | ||
+ | |rank5=Master: You can get what you want, when you want it for the price you are willing to pay - always. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 67 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Helldiving== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Helldivers Helldive. This is practical knowledge of the Labryinth's ways. Veterans learn to recognize on a subconscious level when they are approaching a dead end, what sorts of formations are most likely to conceal ambushes, how to distinguish dangerous Plasmics from harmless ones and so on. | ||
+ | |||
+ | On the first dot's worth of Helldiving can be acquired through instruction. Further dots must be earned through experience. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Helldiving | ||
+ | |rank1=Novice: You know that Oblivion is down and stygia up, and can find your way along routes you've traveled before. | ||
+ | |rank2=Practiced: You travel safely through the Labyrinth's normal conditions without delay, and can cope with most unusual situations without too much complication. | ||
+ | |rank3=Competent: You can lead Helldiver bands and keep them together in the face of unforeseen changes and significant opposition. | ||
+ | |rank4=Expert: You know as much about the Labyrinth as one can expect to without becoming Shadow-Eaten. | ||
+ | |rank5=Master: Charon used to bring his difficult question to you. Well, maybe not, but it's not like he's about to come back and contradict you.... | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Wraiths: Doomslayers-Helldivers | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW6064 Doomslayers: Into the Labyrinth 52 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Homiletics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You can give persuasive homilies, and inspirational sermons. You manage to turn almost any daily event into a life-enriching experience with many lessons to learn. This can be used from the pulpit, a street corner, or even the local bar. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Homiletics | ||
+ | |rank1=Novice: You can retell a good homily you once heard. | ||
+ | |rank2=Practiced: You can construct a small sermon of your own. | ||
+ | |rank3=Competent: You can do this every week if you have to. | ||
+ | |rank4=Expert: You actually make peoplw listen. | ||
+ | |rank5=Master: You have changed lives. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2020 The Inquisition 54 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Instruction== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have a knack for imparting information and skills to others. You can explain things and demonstrate techniques in such a way that anyone who listens to you can easily learn. You can teach any of your Skills or Knowledges to another character, but you can never raise a student’s score above your own. | ||
+ | |||
+ | See [[Rules_Entries#Instruction|+rules Instruction]] for mechanics on how this works to teach abilities to other PC for an XP discount. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Instruction | ||
+ | |rank1=Novice: boy Scout merit badge instructor | ||
+ | |rank2=Practiced: Elementary school teacher | ||
+ | |rank3=Competent: Calculus IV professor | ||
+ | |rank4=Expert: World-renowned lecturer in your chosen field | ||
+ | |rank5=Master: Socrates | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 16 <br> | ||
+ | WW3806 Players Guide to Garou (revised) p.177 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Interrogation== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | We want information... and you know how to get it. Your methods range from fast talk to threats and psychological warfare. In game terms, you roll your Manipulation + Interrogation to break a subject. Some methods work better than others with certain subjects, so define what you're doing and how before making the roll. The difficulty is usually equal to the subject's current Willpower rating, although subtle methods (simply talking rings around your subject until he accidentally lets the information drop) may require a simple difficulty 7 roll. Why break bones if you don't have to? (For raw force techniques, see "Torture.") | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title= Interrogation | ||
+ | |rank1=Novice: Small-town newspaper reporter | ||
+ | |rank2=Practiced: Vice cop | ||
+ | |rank3=Competent: Psychiatrist | ||
+ | |rank4=Expert: KGB "physician" | ||
+ | |rank5=Master: Voivode from the Old World | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storyteller's Companion 17<br> | ||
+ | WW4014 Guide to the Technocracy 149 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Intrigue== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You know the finer points of plotting and deal-making in the halls of power. You understand the practical use of power (in sometimes threatening but always nonconfrontational ways) to achieve your own ends. This Talent also allows you to glean important facts about others in your social circle, and to separate truth from endless amounts of false and useless gossip. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Intrigue | ||
+ | |rank1=Novice: You maneuver well agaisnt a single adversary. | ||
+ | |rank2=Practiced: You can figure out how to subvert an organized enemy. | ||
+ | |rank3=Competent: You can handle multiple plots simultaneously. | ||
+ | |rank4=Expert: You've woven a web of double- and triple-crosses, all to your benefit. | ||
+ | |rank5=Master: The rest of the Kindred are just so many puppets, dancing on your strings. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 68<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 16<br> | ||
+ | WW6007 Wraith Players Guide 41<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 37 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Intuition== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Unquantifiable and indefinable, Intuition is the quality that lets some individuals sort clues from a sea of flase information and ''feel'' with perfect clarity when something is right. It covers a wide array of minor yet critical tasks, from sensing when someone's lying to you to realizing that your opponent is bluffing his way through his hand to putting clues together when the sum of the parts doesn't quite equal the whole. It is a seixth sense, gut feelings, and hunches. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Intuition | ||
+ | |rank1=Novice: You've got a knack for making the right choice. | ||
+ | |rank2=Practiced: You've learned to listen to and trust your instincts. | ||
+ | |rank3=Competent: When you have a a "bad feeling" about something, everyone listens. | ||
+ | |rank4=Expert: You could make a killing in the stock market. | ||
+ | |rank5=Master: You've always managed to make the right choice at the last minute... so far. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 16 <br> | ||
+ | WW7308 Land of Eight Million Dreams 88 <br> | ||
+ | WW8200 Demon: The Fallen 143 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Juggling== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Juggling | ||
+ | |rank1=Novice: You've dabbled. You can keep 2 props going for a few minutes. | ||
+ | |rank2=Practiced: You've got a good grasp of the basics. You can keep 3 props going at least five minutes. | ||
+ | |rank3=Competent: Other jugglers regard you as fairly skilled and competent. Someone can toss a fourth prop and you do not miss a beat. | ||
+ | |rank4=Expert: You are familiar with the subtle nuances and applications. Knives? No problem. | ||
+ | |rank5=Master: Chainsaws? Torches? No problem. | ||
+ | }} | ||
+ | |||
+ | '''''Note:''' Juggling is listed in some books as a specialty for Athletics and Acrobatics. COH has it in the database as a full secondary talent. Book references being used are for the '''Hobby Talent''' stat. | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 22<br> | ||
+ | WW92041 Changeling: the Dreaming (20th Anniversary) 164 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Lucid Dreaming== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Dreams are something that happen to most people, and few are lucky to even remember. You have some degree of control over what happens and what it is about in your dreams. Achieving insight into your own subconscious and gaining many details for stories. Dreams gain special meaning and power within the Maya Realms, this talent is useful for building status and reputation amongst the Oneira lords and dream-spirits, and weaving new dreams and realities to populate the dream world. Without magic that lets you explore the Dream Realms, you will never know whether your dreams were merely self-restricted hallucination or epic fantasies envied by the mightiest of Oneira. | ||
+ | |||
+ | At lower levels, you have some control of dream recall and initiation. At greater skill levels, you can attempt to gain conscious awareness during any of your dreams with a roll of Perception + Lucid Dreaming vs 9. Success allows you to consciously control your own actions; you can even try to manipulat your immediate dream surrounds (difficulty 6+). This Talent can also be used while in trances or while meditating. It allows you to enter the borderlands between waking and dreaming, where reality and phantasm intermingle. This is a useful tool in puzzling through riddles which you're trying to solve, understanding visions, etc. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Lucid Dreaming | ||
+ | |rank1=Novice: You eat heavy foods and watch strange movies to inspire your nightly sessions. | ||
+ | |rank2=Practiced: You often dream about things that interest you. | ||
+ | |rank3=Competent: The contents of your dreams are open to change. | ||
+ | |rank4=Expert: Your dream world is a continuing project. | ||
+ | |rank5=Master: Do you ever wake up? | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4009 Halls of the Arcanum 55<br> | ||
+ | WW4254 Sorcerer (Revised Edition) 50 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Malkavian Time== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This Malkavian specific Trait represents a Lunatic's particular connection to her clan's shared sub-consciousness. It allows the Malkavian to "plug into" the floodwaters of the Madness Network and filter out messages, impulses, shared visions and knowledge of upcoming clan gatherings. | ||
+ | |||
+ | The Storyteller is usually the one making any Malkavian Time rolls, at least with regards to clan gatherings. The Storyteller rolls the character's Wits + Malkavian Time in secret, usually about a week before a significant gathering. | ||
+ | |||
+ | * With one success, the Malkavian receives an impulse to immediately head to a specific locale — but only when the meeting's just starting. | ||
+ | * Three successes allow the Lunatic to have about a night or two's forewarning, and a general idea | ||
+ | of the meeting's purpose. Five successes give the Malkavian warning a week early, and a very clear vision of the meeting's focus. | ||
+ | * Six or more successes can actually be detrimental — at that point, it's entirely likely that the poor mad vampire has dipped too deeply, and is starting to receive pulses of his elders' derangements... | ||
+ | |||
+ | It's theoretically possible to actually, consciously send messages along the Network, but that doesn't mean that the Network is any sort of replacement (or even poor substitute) for a cell phone. For the most part, "sent" messages that manage to make it farther than a few feet are unconscious screams that channel a Malkavian's extreme emotion or pain. | ||
+ | |||
+ | For this reason, Malkavians with more than three dots in Malkavian Time can often hear a clanmate's death-scream, so long as it's in the same city. Despite the difficulty, it is possible to send deliberate, personalized messages from one person to the next along the Network, even without Dementation. It's tough as hell, but a Malkavian can always try. To make the attempt, the player | ||
+ | rolls Wits + Malkavian Time vs 9. Success allows the Malkavian to transmit a message to one person within city limits (longer ranges are possible, but only at the Storyteller's discretion); the message can consist of up to two words per success. | ||
+ | |||
+ | Note that a Malkavian needn't have any dots at all in Malkavian Time to receive those hideous little broadcasts along the clan's frayed neural network. In fact, it often drives newly Embraced clan members... well, madder than usual when the messages start filtering into their brains without any hint as to their origins. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Malkavian Time | ||
+ | |rank1=Novice: Your "cousins" are usually surprised when you manage to make it to a gathering. | ||
+ | |rank2=Practiced: You've become accustomed to the occasional Call. | ||
+ | |rank3=Competent: You can sometimes hear echoes of messages that might not be intended for you. | ||
+ | |rank4=Expert: When one of the family dies, you know. | ||
+ | |rank5=Master: You are the undisputed local authority on what is necessary. | ||
+ | }} | ||
+ | |||
+ | ''Possessed by:''<br> | ||
+ | Malkavians | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2353 Clanbook Malkavian (Revised Edition) 59 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Masquerade== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Masquerade is the ability to falsely reproduce the frailites and subtle clues of mortality: breaking, a pulse, flushed skin, sneezing, mortal reflexes, etc. Masquerade may be rolled with a Social Attribute to determine how well the vampire fools the mortals around him. Any Vampire can pretend to breathe, but not every vampire can do it ''well''. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Masquerade | ||
+ | |rank1=Novice: You can pass in an unobservant crowd. | ||
+ | |rank2=Practiced: You can fool a casual observer. | ||
+ | |rank3=Competent: You can fool someone who's examining you. | ||
+ | |rank4=Expert: You can pass a routine physical exam. | ||
+ | |rank5=Master: Even a witch-hunter would be fooled. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:''' | ||
+ | Vampires | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 18 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Might== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Might is meant for moving mass with muscle. You haver trained as a body builder and are in a state of advanced buffitude. Or you have do so much manual labor that muscle has developed naturally. This Talent will not improve your damage rolls, or Brawl or Melee attacks, or really any good in combat unless you are lifting something heavy or trying to break something. | ||
+ | |||
+ | Might can be used to increase Strength when used for Encumbrance, Jumping, Lifting/Breaking, Opening/Closing, or Throwing rules. In that case, you can add dots of Might to Strength (and maybe even your Strength + Athletic pool when approved by the ST), but only when performing such static feats of brawn. | ||
+ | |||
+ | You cannot have more dots in Might than you have dots in Strength. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Might | ||
+ | |rank1=Novice: "I'm going more for tone than mass." You have some decent muscle definition. | ||
+ | |rank2=Practiced: "I love the manly smell of my weight belt in the morning." Your neck is vanishing. | ||
+ | |rank3=Competent: "Watch me crack this walnut with my bicep." You routinely rack every station on the Nautilus. | ||
+ | |rank4=Expert: "Watch me crack this walmut with my abs." You qualify as "muscle bound," and no one kicks sand in your face --- ever. | ||
+ | |rank5=Master: "The madness is runnin wild. Snap into a slim jim!" Lucrative protein-drink endorsements are yours for the asking. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW8103 Hunter Book: Avenger 64 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Mimicry== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have a very versatile voice, and can imitate accents, people and sometimes other sounds. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Mimicry | ||
+ | |rank1=Novice: You can passably duplicate a few accents, and can perform impressions of a couple of well-known personalities. | ||
+ | |rank2=Practiced: You can duplicate a range of accents well enough to fool anyone but a native speaker, and can convincingly imitate a range of celebrities and others. | ||
+ | |rank3=Competent: You could do this on stage. You can pick up someone's vocal mannerisms by studying them for a couple of hours, and subsequently imitate them well enough to fool someone who doesn’t know the person well. | ||
+ | |rank4=Expert: You can imitate a specific person well enough to fool someone on the phone, and pass as a native speaker in an accent similar to your own. You can duplicate a range of animal and technological noises. | ||
+ | |rank5=Master: There is almost no accent, person or noise you can’t imitate. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 19 <br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 114 <br> | ||
+ | WW3806 Players Guide to Garou 178 <br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 16 <br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 37 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Negotiation== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know the art of the deal. Whether you're fixing a sticky labor dispute, striking a pact with a vampire or convincing some blue-painted retropagan to join the 21st century, you can get what you want while making your "partners" feel as though they've gotten the best of you. | ||
+ | |||
+ | There's more to a good deal than just making an offer: You know how to approach a "partner," how to appeal to her wants or needs, how to play up to her vanity without coming off like a sap and when and how to put the screws on. If you're brokering a deal for other parties, you understand how to make them both happy while getting what you want. That, ultimately, is the bottom line. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Negotiation | ||
+ | |rank1=Novice: Trading card collector. | ||
+ | |rank2=Practiced: Family councilor. | ||
+ | |rank3=Competent: Labor negotiator. | ||
+ | |rank4=Expert: Hostage crisis specialist. | ||
+ | |rank5=Master: UN diplomat. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 145 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Newspeak== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | WW4014 Guide to the Technocracy 145+ | ||
+ | A new age demands new words. You specialize in coining them. Hyphens do not exist in youor world; you spread disinformatin, deimprotantize malefactors, create credibility gaps and declare coprosperity. When the need arises, you specialize in B-52ing buzwords and positroning sundbites for media conspicuscomp. Confusing! Not as cnofusing as you can be once you get going! A Social Trait-based Newspeak roll can excite or incite (Charisma + Newspeak); impress, intimidate or confuse (Manipulation + Newspeak) and even sucker skeptics by playing beauty and brains against them (Appearance + Newspeak). All hail neocom! | ||
+ | {{ :Template:StatChart | ||
+ | |title=Newspeak | ||
+ | |rank1=Novice: Given time, you can spin out buzzwords. | ||
+ | |rank2=Practiced: In a situation, you're a flash communicator. | ||
+ | |rank3=Competent: Your neologic metaphases into masscom. | ||
+ | |rank4=Expert: Masspeak is youspeak. Youspeak is allspeak. | ||
+ | |rank5=Master: You could make Orwell's head explode. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 145 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Panhandling== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are a skilled beggar. You are able to get people to give you money just by asking for it. You know whom to ask, how to approach them, what to say and how to avoid the police. This Talent is useful for picking up quick cash or creating a cover. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Panhandling | ||
+ | |rank1=Novice: You get most of your money shaking cans and washing windshields. You’re still working on a hard-luck story. | ||
+ | |rank2=Practiced: You’re working on the story and using the classic lines, but you still manage to get little more than spare change. | ||
+ | |rank3=Competent: You’re really smooth — you can even hit the hard-hearted for a few bucks. | ||
+ | |rank4=Expert: Who needs a sob story when you can hustle and scam your way into big bucks from tourists and little old ladies? | ||
+ | |rank5=Master: Dinners, rides home, cash for a bus ticket — easy as pie. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2303 Guide to the Sabbat 88 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Persuasion== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This Talent represents your character's ability to win others over to her way of thinking. The method used may involve subtle mental and emotional seduction or even outright begging, pleading, and cajoling. People with high Persuasion ratings tend to be natural leaders and advocates. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Persuasion | ||
+ | |rank1=Novice: You can be convincing through a concentrated effort. | ||
+ | |rank2=Practiced: You pinpoint the hole in another's position. | ||
+ | |rank3=Competent: A professional debater, you are always on top of any argument. | ||
+ | |rank4=Expert: You make others feel guilty for even disagreeing with you. | ||
+ | |rank5=Master: You say "Jump," and they say, "How high." | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7300 Changeling The Dreaming (2nd Edition) 140 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Poetic Expression== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are able to craft words in ways that evoke thoughts, emotions and reactions from those who read them. It is rare for one person to be skilled at more than one specialty at one time, so choose carefully. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Poetic Expression | ||
+ | |rank1=Novice: You can write a short poem or a short story is not out of your reach. | ||
+ | |rank2=Practiced: You could publish your poetry or fiction in a local journal, or write basic hit- parade lyrics. | ||
+ | |rank3=Competent: You could get your novel or anthologies of your work published and make a profit. | ||
+ | |rank4=Expert: You are asked to do readings of your work for local societies nationwide, and aficionados snap up your works as soon as they are published. | ||
+ | |rank5=Master: Your work is already being taught in English classes, and you are recognized as one of the foremost writers of your day. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 25<br> | ||
+ | WW2302 Guide to the Camarilla 69 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Public Speaking== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are able to mold the emotions of a crowd by making a speech. This might be at a political rally, in a courtroom, at a lecture or even at the barricades once the revolution is underway. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Public Speaking | ||
+ | |rank1=Novice: Entertaining speaker | ||
+ | |rank2=Practiced: Compelling speaker | ||
+ | |rank3=Competent: Inspiring speaker | ||
+ | |rank4=Expert: Popular champion | ||
+ | |rank5=Master: Churchill or Hitler | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 25<br> | ||
+ | WW2302 Guide to the Camarilla 69 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Scan== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are practiced at noticing small details and changes in the environment when you purposely look at or listen to what is going on around you. This ability can only be used when you specifically say you are attempting to notice if anything is amiss—if you aren’t concentrating, this ability will do you no good. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Scan | ||
+ | |rank1=Novice: If anyone notices police sirens, it’s you. | ||
+ | |rank2=Practiced: Police could use your detective abilities. | ||
+ | |rank3=Competent: The slightest motion draws your attention. | ||
+ | |rank4=Expert: Nothing escapes your glance. | ||
+ | |rank5=Master: You can count the grains of salt on a pretzel by taste. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 25<br> | ||
+ | WW2302 Guide to the Camarilla 69<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 16<br> | ||
+ | WW6007 Wraith Players Guide 42<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 38 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Scrounging== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have a knack for finding almost anything, under almost any circumstances. The masters of your craft can find a hot spring at the North Pole, or a mainframe computer in the heart of the Amazon Jungle, if necessary. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Scrounging | ||
+ | |rank1=Novice: Occasionally you can pluck something off the scrap heap. | ||
+ | |rank2=Practiced: You know where to look for hard-to-find items - and that includes some hard-to-find sources. | ||
+ | |rank3=Competent: You know if something can be found in under 24 hours. | ||
+ | |rank4=Expert: You have a network of potential sources for anything and everything you might need on short notice. | ||
+ | |rank5=Master: You can find anything, at any time, assuming it still exists. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 68<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 16<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 38<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Search== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know how best to go about looking for someone or something in a small area, where you can concentrate your perceptions. You can search for anything from a lost ring in your bedroom to the assassin who is hiding in the garden. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Search | ||
+ | |rank1=Novice: You are good at finding lost items. | ||
+ | |rank2=Practiced: Tell-tale signs (e.g. broken plants) are apparent to you. | ||
+ | |rank3=Competent: You know where to look. | ||
+ | |rank4=Expert: Nothing escapes your glance. | ||
+ | |rank5=Master: You can spot the Purloined Letter in two seconds flat. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 68<br> | ||
+ | WW3108 Werewolf Players Guide (2nd Edition) 29<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 114<br> | ||
+ | WW3806 Players Guide to Garou 178<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 17<br> | ||
+ | WW6007 Wraith Players Guide 42<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 38 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Seduction== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know how to lure, attract and command the attention of others in a sexual manner. By the way you hold yourself, how you look at someone and even by the tone of your voice, you are able to arouse and excite those upon whom you practice your wiles. Once you have fully seduced someone, he will be willing to do nearly anything for you. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Seduction | ||
+ | |rank1=Novice: Teenager | ||
+ | |rank2=Practiced: The “older woman” | ||
+ | |rank3=Competent: Heartthrob | ||
+ | |rank4=Expert: Movie star | ||
+ | |rank5=Master: The envy of vampires everywhere | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 43<br> | ||
+ | WW2302 Guide to the Camarilla 69<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 17<br> | ||
+ | WW6007 Wraith Players Guide 42<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 38 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Sense Deception== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Over the years, you have developed the ability to know instinctively when people are not telling you the truth or not telling you the whole truth. There is a way they look, a tone of voice, a movement of the eyes. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Sense Deception | ||
+ | |rank1=Novice: Sometimes you can tell, but you still get suckered though more rarely than the average person does. | ||
+ | |rank2=Practiced: It takes a silver tongue to pull the wool over your eyes. | ||
+ | |rank3=Competent: Anyone who can slip one past you is a highly skilled con artist. | ||
+ | |rank4=Expert: You could make a living screening people for security. | ||
+ | |rank5=Master: People whisper behind your back, and many are nervous talking to you. Your ability is almost supernatural. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 25<br> | ||
+ | WW2302 Guide to the Camarilla 69<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 17<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 38 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Style== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You may not have been born good-looking, or possessed of a natural charm, but you know how to dress and make the most of your appearance. Note that this Talent only applies to people’s reactions to your appearance; once you get closer, it’s up to you. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Style | ||
+ | |rank1=Novice: You've got good taste. | ||
+ | |rank2=Practiced: Your friends always take you along for advice when they go shopping. | ||
+ | |rank3=Competent: You stand out among the sheep. | ||
+ | |rank4=Expert: Your outfits grace the bodies of magazine fashion models. | ||
+ | |rank5=Master: Your ideas influence international fashion trends. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 20<br> | ||
+ | WW3075 Breedbook: Bastet (1st Edition) 81<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 18<br> | ||
+ | WW6007 Wraith Players Guide 42<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 39 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Swimming== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are able to swim at least enough to keep yourself afloat, and maybe a little more. Note that vampires, unlike mortals, do not float naturally; if they do not swim, they sink. | ||
+ | |||
+ | Without the Swimming Talent, normal swimming speed is 8 yards + your Dexterity. The Swimming Skill increases your speed to 12 years + your Dexterity provided that is your only action during a turn. To swim faster than normal, roll Swimming + Stamina vs 7. Each success adds three yards to your speed. You may roll every turn until you get no successes, in which you must maintain or decrease your speed or risk exhaustion. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title= | ||
+ | |rank1=Novice: You can swim and tread water. | ||
+ | |rank2=Practiced: You know your strokes and can swim fast and for extended periods. | ||
+ | |rank3=Competent: You can teach others to swim and can serve as a lifeguard. | ||
+ | |rank4=Expert: You're captain of the swim team. | ||
+ | |rank5=Master: You're headed for the Olympics. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 69<br> | ||
+ | WW3806 Players Guide to Garou 179<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 46 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Throwing== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know how to throw things in general, and how to use various types of thrown weapons — anything from spears to hatchets to knives to baseballs (yes, if thrown hard enough, they make fine weapons). | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Throwing | ||
+ | |rank1=Novice: You sometimes get the ball over home plate. | ||
+ | |rank2=Practiced: High school baseball pitcher. | ||
+ | |rank3=Competent: You are deadly even in a food fight. | ||
+ | |rank4=Expert: Regional darts champion, you have your choice of prizes at the carnival. | ||
+ | |rank5=Master: You can pin an enemy's pants to the wall without touching his skin. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 20<br> | ||
+ | WW3806 Players Guide to Garou 179<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 47 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Ventriloquism== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | You have the ability to throw your voice, making to appear to come from somewhere else. This Talent can be used for entertainment — or deception. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Ventriloquism | ||
+ | |rank1=Novice: You could do a ventriloquist act at a children’s party. | ||
+ | |rank2=Practiced: You can throw your voice about a yard. | ||
+ | |rank3=Competent: You could almost make a living from your talent. You can make someone (or something) within five yards of you appear to speak. | ||
+ | |rank4=Expert: You could take your act to Vegas. You can make your voice appear to come from any spot within 30 feet of you. | ||
+ | |rank5=Master: Your voice can seem to come from anywhere within hearing distance. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 21<br> | ||
+ | WW3801 Werewolf The Apocalypse (Revised Edition) 114<br> | ||
+ | WW3806 Players Guide to Garou 179<br> | ||
+ | WW4050 Book of Shadows Mage Players Guide 18<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 39 | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
Revision as of 18:57, 27 January 2022
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
|
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
Academics
Bureaucracy
Computer
Cosmology
Enigmas
Finance
Gremayre
Investigation
Law
Linguistics
Lores
Medicine
Occult
Politics
Rituals
Science
|
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