Difference between revisions of "Abilities"
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* This is loosely based on Players Guide to Garou page 177 (but the chargen costs are higher). | * This is loosely based on Players Guide to Garou page 177 (but the chargen costs are higher). | ||
+ | ===Specialties=== | ||
+ | Some sphere books speak about having to take a specialty with dot 1 in an ability (i.e.: Crafts, Science, etc), and then rebuying that ability from dot 1 again for a different type therein. We do not practice that on City of Hope. Please review out [[Specialties]] wiki page and [[House_Rules/Miscellaneous#Specialties|House Rules]] for more of how we deal with specialties since we consolidated the rules as not all spheres handled it the same. | ||
==ListStats== | ==ListStats== | ||
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==Shentao== | ==Shentao== | ||
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
− | Somewhere in the nexus of magic, Intuition, and Perception lays Shentao. It is the ability to perceive the shen and those humans who consort or hunt them. It is also the ability to divine the presence of | + | '''This is the Hsien version of Kenning. When it refers to Dragon Nests, it is speaking of the Hsien version of the Changeling Holdings Background. It does not actually refer to Dragons (as in bygones).''' |
+ | |||
+ | Somewhere in the nexus of magic, Intuition, and Perception lays Shentao. It is the ability to perceive the shen and those humans who consort or hunt them. It is also the ability to divine the presence of dragon lines and dragon nests. Shentao is partly cultural, therefore, hsien find it difficult to interpret the nature of Western supernaturals (+2 to the difficulty number). | ||
{{ :Template:StatChart | {{ :Template:StatChart | ||
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|rank1=Novice: It's amazing how you pull gold bricks out of people's ears. How'd you do that trick? | |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. | |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 | + | |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 letting the school 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? | |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. | |rank5=Master: I'm a toad! Cool! Give me another hit of that stuff, man. This trip is really funky. | ||
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|rank2=Practiced: You can construct a small sermon of your own. | |rank2=Practiced: You can construct a small sermon of your own. | ||
|rank3=Competent: You can do this every week if you have to. | |rank3=Competent: You can do this every week if you have to. | ||
− | |rank4=Expert: You actually make | + | |rank4=Expert: You actually make people listen. |
|rank5=Master: You have changed lives. | |rank5=Master: You have changed lives. | ||
}} | }} | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{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 | + | Unquantifiable and indefinable, Intuition is the quality that lets some individuals sort clues from a sea of false information and ''feel'' with perfect clarity when something is right. It covers a wide array of minor yet critical tasks, from sensing when someone's lying to you to realizing that your opponent is bluffing his way through his hand to putting clues together when the sum of the parts doesn't quite equal the whole. It is a sixth sense, gut feelings, and hunches. |
{{ :Template:StatChart | {{ :Template:StatChart | ||
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|rank5=Master: Even the fiercest Crowning bows his head to you and calls you "auntie." | |rank5=Master: Even the fiercest Crowning bows his head to you and calls you "auntie." | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Mokole | ||
'''References:'''<br> | '''References:'''<br> | ||
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'''References:'''<br> | '''References:'''<br> | ||
− | WW2206 Vampire Players Guide (2nd Edition Text Only) 27 | + | WW2206 Vampire Players Guide (2nd Edition Text Only) 27 |
− | WW2302 Guide to the Camarilla 70 | + | WW2302 Guide to the Camarilla 70 |
− | WW6007 Wraith Players Guide 44 | + | WW6007 Wraith Players Guide 44 |
− | WW7100 Player's Guide for Changeling the Dreaming 40 | + | WW7100 Player's Guide for Changeling the Dreaming 40 |
{{collapse bottom}} | {{collapse bottom}} | ||
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|rank5=Master: Not only can you perform the most demanding rituals, you can fill in missing parts or build your own new sacraments. | |rank5=Master: Not only can you perform the most demanding rituals, you can fill in missing parts or build your own new sacraments. | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Mages | ||
'''References:'''<br> | '''References:'''<br> | ||
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|rank5=Master: Other Technocrats revere you. | |rank5=Master: Other Technocrats revere you. | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Mages (Technocracy, Sons of Ether, Virtual Adepts) | ||
'''References:'''<br> | '''References:'''<br> | ||
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|rank5=Master: Warrior everywhere whisper your name and your klaive's name in reverent tones. | |rank5=Master: Warrior everywhere whisper your name and your klaive's name in reverent tones. | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Garou | ||
'''References:'''<br> | '''References:'''<br> | ||
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|rank5=Watch out for the hemlock... | |rank5=Watch out for the hemlock... | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Mokole | ||
'''References:'''<br> | '''References:'''<br> | ||
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With Microgravity Operations, you can handle yourself in low- or near-zero-gravity situations. You don't bounce off walls aimlessly, and you can keep your bearings despite the lack of "up" and "down." Against less-skilled opponents, you can even use gravity to your advantage, hopping off walls and vectoring unexpectedly. | With Microgravity Operations, you can handle yourself in low- or near-zero-gravity situations. You don't bounce off walls aimlessly, and you can keep your bearings despite the lack of "up" and "down." Against less-skilled opponents, you can even use gravity to your advantage, hopping off walls and vectoring unexpectedly. | ||
− | When in low gravity, inexperienced characters cannot use more dice from any physical Abilities than their ratings in Microgravity Operations. Thus, if you have 3 in Energy Weapons but only 1 in this Skill, you can only use one die (plus your normal Attribute dice) for the roll. This penalty | + | When in low gravity, inexperienced characters cannot use more dice from any physical Abilities than their ratings in Microgravity Operations. Thus, if you have 3 in Energy Weapons but only 1 in this Skill, you can only use one die (plus your normal Attribute dice) for the roll. This penalty doesn't affect knowledge, magic, devices or Enlightened Science, of course. |
− | doesn't affect knowledge, magic, devices or Enlightened Science, of course. | ||
{{ :Template:StatChart | {{ :Template:StatChart | ||
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|rank5=You've been in space for so long, you probably don't even remember gravity. | |rank5=You've been in space for so long, you probably don't even remember gravity. | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Technocrats | ||
'''References:'''<br> | '''References:'''<br> | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
− | Nockers have made their living beneath the earth since time immemorial. With a hammer and pix-axe in hand, you can tunnel through mundane or chimerical rock at an amazing speed. You can cut a nocker-sized tunnel through almost any substance (at the rate of one meter per hour for each success achieved on a Dexterity + Mining roll). The difficulty of mining varies depending on the substance's hardness (anything from 4 for clay to 10 for the hardest rock). You also know how to buttress your tunnels to prevent them from collapsing, and how to extract precious metals and gems from the rock without damaging them. You are also highly adept at moving through low tunnels, and can use this Skill to determine | + | Nockers have made their living beneath the earth since time immemorial. With a hammer and pix-axe in hand, you can tunnel through mundane or chimerical rock at an amazing speed. You can cut a nocker-sized tunnel through almost any substance (at the rate of one meter per hour for each success achieved on a Dexterity + Mining roll). The difficulty of mining varies depending on the substance's hardness (anything from 4 for clay to 10 for the hardest rock). You also know how to buttress your tunnels to prevent them from collapsing, and how to extract precious metals and gems from the rock without damaging them. You are also highly adept at moving through low tunnels, and can use this Skill to determine direiton underground. Nockers with this Skill are even familiar with the kith's rich reserves of mining lore. |
Most nockers have at least some familiarity with mining, even if they don't possess this Skill, and look askance at their fellows who have never dirtied their hands in a mine. | Most nockers have at least some familiarity with mining, even if they don't possess this Skill, and look askance at their fellows who have never dirtied their hands in a mine. | ||
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|rank5=You can imitate anyone who has ever lived. | |rank5=You can imitate anyone who has ever lived. | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Mokole | ||
'''References:'''<br> | '''References:'''<br> | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
− | Once per story, you may attempt a divination roll. You must have appropriate tools (I Ching, Tarot cards, compass, oracle bones, star charts, even a computer program), and the process takes a minimum of 30 minutes, | + | Once per story, you may attempt a divination roll. You must have appropriate tools (I Ching, Tarot cards, compass, oracle bones, star charts, even a computer program), and the process takes a minimum of 30 minutes, asyou scan the heavens for omens, toss oracle bones, or shatter ideograph-painted |
− | human skulls. You may either attempt a general reading ("What do the stars hold?") or ask a specific question. The Storyteller assigns a difficulty, | + | human skulls. You may either attempt a general reading ("What do the stars hold?") or ask a specific question. The Storyteller assigns a difficulty, basedon the general intent of your question (if any), and then allows you to roll Perception + Portents. Success means that the Storyteller gives you some sort of clue or hint; the greater the success, the more exact the answer, though it is always cryptic. |
Thus, if the Storyteller knows that the characters' territory will soon suffer an invasion of Camarilla Kindred led by a crazed (and therefore vulnerable) Malkavian, she might say something like: "White Bone Dragon strikes at the Jade Dragon's flank. Enter the Bone Dragon's maw, and its head will strike its tail in confusion." | Thus, if the Storyteller knows that the characters' territory will soon suffer an invasion of Camarilla Kindred led by a crazed (and therefore vulnerable) Malkavian, she might say something like: "White Bone Dragon strikes at the Jade Dragon's flank. Enter the Bone Dragon's maw, and its head will strike its tail in confusion." | ||
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|rank5=Lord Nhudri, I didn't recognize you... | |rank5=Lord Nhudri, I didn't recognize you... | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Wraiths | ||
'''References:'''<br> | '''References:'''<br> | ||
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|rank5=The Deathlords vie to employ your talents. | |rank5=The Deathlords vie to employ your talents. | ||
}} | }} | ||
+ | |||
+ | '''Possessed by: '''<br> | ||
+ | Wraiths | ||
'''References:'''<br> | '''References:'''<br> | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
− | You have the natural affinity for the quirky, timeless existence of the sidhe. Time may flow backward, speed up or slow down, | + | You have the natural affinity for the quirky, timeless existence of the sidhe. Time may flow backward, speed up or slow down, but you are able to maintain your equilibrium. This is a predominantly passive Skill, allowing coexistence with, but not control over, the various idiosyncrasies of fae time. This Skill is especially important to the sidhe and to fae who wield the Chronos Art. |
{{ :Template:StatChart | {{ :Template:StatChart | ||
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|rank5=Time is your slave. | |rank5=Time is your slave. | ||
}} | }} | ||
+ | |||
'''References:'''<br> | '''References:'''<br> | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
− | You can use your seductive means to get any information from anyone. Whether you’re acting out the role of the empathetic girlfriend, the barroom floozy, the loving wife or the adventurous mistress, you know how to please. You can be subtle or overt, coy or wanton, depending on what promises | + | You can use your seductive means to get any information from anyone. Whether you’re acting out the role of the empathetic girlfriend, the barroom floozy, the loving wife or the adventurous mistress, you know how to please. You can be subtle or overt, coy or wanton, depending on what promises the best results, and you can interpret your subject’s turn-ons to better accomplish your seduction. If the vampire practicing this Skill actually goes through with the acts he suggests, he may need to spend blood points to function properly; see Vampire: The Masquerade, pages 138-9 for details. |
− | the best results, and you can interpret your subject’s turn-ons to better accomplish your seduction. If the vampire practicing this Skill actually goes through with the acts he suggests, he may need to spend blood points to function properly; see Vampire: The Masquerade, pages 138-9 for details. | ||
(Note: This Skill relates only to using sex to achieve an end. Being charming, alluring or desirable is an application of Empathy, Expression, Performance or Subterfuge, likely coupled with Appearance or Charisma. Only the dullest of victims may fail to realize the carnal pleasures proposed by a user of this Skill, and many vampires consider its use distasteful or vulgar, as they no longer concern themselves with such base mortal acts, especially among the Sabbat.) | (Note: This Skill relates only to using sex to achieve an end. Being charming, alluring or desirable is an application of Empathy, Expression, Performance or Subterfuge, likely coupled with Appearance or Charisma. Only the dullest of victims may fail to realize the carnal pleasures proposed by a user of this Skill, and many vampires consider its use distasteful or vulgar, as they no longer concern themselves with such base mortal acts, especially among the Sabbat.) | ||
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|} | |} | ||
+ | '''Possessed by: '''<br> | ||
+ | Ananasi, Bygones | ||
'''References:'''<br> | '''References:'''<br> | ||
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You have a working knowledge of the spirit world, from its various Realms to the politics of the Umbral broods. You're familiar both with the politics of the Celestines and the configuration of the Middle Umbra. | You have a working knowledge of the spirit world, from its various Realms to the politics of the Umbral broods. You're familiar both with the politics of the Celestines and the configuration of the Middle Umbra. | ||
+ | |||
+ | Cosmology is treated like a Lore. For more details, please see [[Rules_Entries#Lores|+rules Lores]] as well as [[Rules_Entries#Increasing_Lores|+rules Increasing Lores]] | ||
{{ :Template:StatChart | {{ :Template:StatChart | ||
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'''References:'''<br> | '''References:'''<br> | ||
− | WW3108 Werewolf Players Guide (2nd Edition) 33 | + | WW3108 Werewolf Players Guide (2nd Edition) 33<br> |
WW4600 Mage: The Ascension (Revised) 114 | WW4600 Mage: The Ascension (Revised) 114 | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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{{collapse bottom}} | {{collapse bottom}} | ||
− | = | + | <font size=4pt>'''[[Secondary Knowledges]]'''</font> |
− | + | ||
− | + | {| | |
− | + | ||
− | + | | style="vertical-align: top; width: 20%; padding-right: 25px" | | |
− | + | * [[Secondary_Knowledges#Accounting|Accounting]] | |
− | + | * [[Secondary_Knowledges#Archaeology|Archaeology]] | |
− | + | * [[Secondary_Knowledges#Astronomy|Astronomy]] | |
− | + | * [[Secondary_Knowledges#Botany|Botany]] | |
− | + | * <s>[[Secondary_Knowledges#City Secrets|City Secrets]]</s> | |
− | + | * [[Secondary_Knowledges#Conspiracy Theory|Conspiracy Theory]] | |
− | + | * [[Secondary_Knowledges#Cryptography|Cryptography]] | |
− | + | * [[Secondary_Knowledges#Ecology|Ecology]] | |
− | + | * [[Secondary_Knowledges#Enochian|Enochian]] | |
− | + | * [[Secondary_Knowledges#Forensic Pathology|Forensic Pathology]] | |
− | + | * [[Secondary_Knowledges#Geology|Geology]] | |
− | + | * [[Secondary_Knowledges#Koldunism|Koldunism]] | |
− | + | * [[Secondary_Knowledges#Mathematics|Mathematics]] | |
− | + | * [[Secondary_Knowledges#Metaphysics|Metaphysics]] | |
− | + | * [[Secondary_Knowledges#Naturalist|Naturalist]] | |
− | + | * [[Secondary_Knowledges#Paraphysics|Paraphysics]] | |
− | + | * [[Secondary_Knowledges#Phlogeny|Phlogeny]] | |
− | + | * [[Secondary_Knowledges#Psychodynamics|Psychodynamics]] | |
− | + | * [[Secondary_Knowledges#Sacred Geometry|Sacred Geometry]] | |
− | + | * [[Secondary_Knowledges#Strategy|Strategy]] | |
− | + | * [[Secondary_Knowledges#Thanatology|Thanatology]] | |
− | + | * [[Secondary_Knowledges#Tribal Lore|Tribal Lore]] | |
− | + | * [[Secondary_Knowledges#Web Culture|Web Culture]] | |
− | + | | style="vertical-align: top; width: 20%; padding-right: 25px" | | |
− | + | * [[Secondary_Knowledges#Alchemy|Alchemy]] | |
− | + | * [[Secondary_Knowledges#Architecture|Architecture]] | |
− | + | * [[Secondary_Knowledges#Biology|Biology]] | |
+ | * [[Secondary_Knowledges#Chemistry|Chemistry]] | ||
+ | * [[Secondary_Knowledges#Classics|Classics]] | ||
+ | * [[Secondary_Knowledges#Construct Politics|Construct Politics]] | ||
+ | * [[Secondary_Knowledges#Culture|Culture]] | ||
+ | * [[Secondary_Knowledges#Economics|Economics]] | ||
+ | * [[Secondary_Knowledges#Ethnology|Ethnology]] | ||
+ | * [[Secondary_Knowledges#Garou Astrology|Garou Astrology]] | ||
+ | * [[Secondary_Knowledges#Heraldry|Heraldry]] | ||
+ | * [[Secondary_Knowledges#Law Enforcement|Law Enforcement]] | ||
+ | * [[Secondary_Knowledges#Media|Media]] | ||
+ | * [[Secondary_Knowledges#Meteorology|Meteorology]] | ||
+ | * [[Secondary_Knowledges#Navigation|Navigation]] | ||
+ | * [[Secondary_Knowledges#Parapsychology|Parapsychology]] | ||
+ | * [[Secondary_Knowledges#Physics|Physics]] | ||
+ | * [[Secondary_Knowledges#Psychology|Psychology]] | ||
+ | * [[Secondary_Knowledges#Sacred Scriptures|Sacred Scriptures]] | ||
+ | * [[Secondary_Knowledges#Subdimensions|Subdimensions]] | ||
+ | * [[Secondary_Knowledges#Theology|Theology]] | ||
+ | * [[Secondary_Knowledges#Umbrood Protocols|Umbrood Protocols]] | ||
+ | * [[Secondary_Knowledges#Xenobiology|Xenobiology]] | ||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Secondary_Knowledges#Animal Speech (knowledge)|Animal Speech (knowledge)]] | ||
+ | * [[Secondary_Knowledges#Area Knowledge|Area Knowledge]] | ||
+ | * [[Secondary_Knowledges#Art History|Art History]] | ||
+ | * [[Secondary_Knowledges#Biopsychology|Biopsychology]] | ||
+ | * [[Secondary_Knowledges#Chimerical Alchemy|Chimerical Alchemy]] | ||
+ | * [[Secondary_Knowledges#Computer Hacking|Computer Hacking]] | ||
+ | * [[Secondary_Knowledges#Covert Culture|Covert Culture]] | ||
+ | * [[Secondary_Knowledges#Cybernetics|Cybernetics]] | ||
+ | * [[Secondary_Knowledges#Electronics|Electronics]] | ||
+ | * [[Secondary_Knowledges#Fine Arts|Fine Arts]] | ||
+ | * [[Secondary_Knowledges#Gematria|Gematria]] | ||
+ | * [[Secondary_Knowledges#History|History]] | ||
+ | * [[Secondary_Knowledges#Literature|Literature]] | ||
+ | * [[Secondary_Knowledges#Memories|Memories]] | ||
+ | * [[Secondary_Knowledges#Military Science|Military Science]] | ||
+ | * [[Secondary_Knowledges#Numerology|Numerology]] | ||
+ | * [[Secondary_Knowledges#Pharmacopoeia|Pharmacopoeia]] | ||
+ | * [[Secondary_Knowledges#Power-brokering|Power-brokering]] | ||
+ | * [[Secondary_Knowledges#Religious Rites|Religious Rites]] | ||
+ | * [[Secondary_Knowledges#Saurimancy|Saurimancy]] | ||
+ | * [[Secondary_Knowledges#Taxidermy|Taxidermy]] | ||
+ | * [[Secondary_Knowledges#The Art Of Memory|The Art Of Memory]] | ||
+ | * [[Secondary_Knowledges#Vice|Vice]] | ||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Secondary_Knowledges#Anthropology|Anthropology]] | ||
+ | * [[Secondary_Knowledges#Astrology|Astrology]] | ||
+ | * [[Secondary_Knowledges#Body Control|Body Control]] | ||
+ | * [[Secondary_Knowledges#Church History|Church History]] | ||
+ | * [[Secondary_Knowledges#Computer Programming|Computer Programming]] | ||
+ | * [[Secondary_Knowledges#Criminology|Criminology]] | ||
+ | * [[Secondary_Knowledges#Dream Lore|Dream Lore]] | ||
+ | * [[Secondary_Knowledges#Engineering|Engineering]] | ||
+ | * [[Secondary_Knowledges#Forensics|Forensics]] | ||
+ | * [[Secondary_Knowledges#Genetics|Genetics]] | ||
+ | * [[Secondary_Knowledges#Hypermathematics|Hypermathematics]] | ||
+ | * [[Secondary_Knowledges#Logic|Logic]] | ||
+ | * [[Secondary_Knowledges#Metallurgy|Metallurgy]] | ||
+ | * [[Secondary_Knowledges#Mythology|Mythology]] | ||
+ | * [[Secondary_Knowledges#Paleography|Paleography]] | ||
+ | * [[Secondary_Knowledges#Philosophy|Philosophy]] | ||
+ | * [[Secondary_Knowledges#Propaganda|Propaganda]] | ||
+ | * [[Secondary_Knowledges#Religious Scriptures|Religious Scriptures]] | ||
+ | * [[Secondary_Knowledges#Sociobiology|Sociobiology]] | ||
+ | * [[Secondary_Knowledges#Terrorism|Terrorism]] | ||
+ | * [[Secondary_Knowledges#Toxicology|Toxicology]] | ||
+ | * [[Secondary_Knowledges#Virtual Space|Virtual Space]] | ||
+ | |||
+ | |} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | ==Accounting== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You can set up and keep accounts in the commercially approved, conventional manner. You can also interpret accounts and find errors, tricks and embezzlement | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Accounting | ||
+ | |rank1=Novice: Night School | ||
+ | |rank2=Practiced: Junior Clerk | ||
+ | |rank3=Competent: Senior Clerk Or Junior Partner. | ||
+ | |rank4=Expert: Senior Partner | ||
+ | |rank5=Master: Nothing Escapes you. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 34<br> | ||
+ | WW2302 Guide to the Camarilla 72 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Alchemy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are familiar with the writings of the classical and medieval alchemists, and you also have some practical experience. This Ability is indirectly related to the Knowledge of Chemistry, in a manner similar to the relationship between Astronomy and Astrology. You can interpret alchemical texts, and you understand the various symbols and cipers used by the alchemists, even when you find them in a non-alchemical context. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Alchemy | ||
+ | |rank1=Novice: A mere dabbler | ||
+ | |rank2=Practiced: Apprentice, probably still dependent on a master for instruction | ||
+ | |rank3=Competent: Journeyman, capable of making your own way, but with a long road still to travel | ||
+ | |rank4=Expert: Experienced alchemist, within reach of the greatest secrets | ||
+ | |rank5=Master: Maybe that lead into gold thing can really work. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 34<br> | ||
+ | WW2302 Guide to the Camarilla 72 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Animal Speech (knowledge)== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Some beasts have languages of their own; how many of them do is a subject for scholars to debate (and Storytellers to decide, based on the level of fantasy one wants to employ). The old tales claim that most beasts have parliaments or councils which meet in the dead of winter, when humans believe the animals are sleeping. According to such tales, beasts speak as readily to each other as humans do; people just don't understand them. To the rationalist, of course, such claims are sheer mythology, but you know better. | ||
+ | |||
+ | Through some circumstance of fortune (to be decided as part of your background), you can speak to and understand animal speech. If you are an animal, you may speak to others of your kind as a "default" language, since this Knowledge reflects an ability to converse with other types of beasts. If you're a human being, you're not assumed to know any animal languages for free — but then, an animal must buy this Knowledge to understand human speech on more than a simply superficial level, too. | ||
+ | |||
+ | Animal Speech works just like Linguistics, with the following exceptions:<br> | ||
+ | * To speak to animals, the character must be able to form sounds like those the animal in question makes. A bear, for example, would find bird speech physically impossible to speak, although he might be able to understand it. | ||
+ | * Certain beasts may be able to speak a common language if they share similar physical and social characteristics. | ||
+ | A wolf, for instance, could speak to dogs, but not to cats. Also, some things may translate differently — a poodle might sound unbearably prissy to a wild wolf, or a lion might seem bored and condescending to a cheetah. | ||
+ | |||
+ | Animal speech, both in form and topic, is very general. Animals tend to think simply and directly, phrasing things in terms of sensation and impression. (Many also happen to be color-blind. Trying to describe the color violet to a dog or squirrel would be an exercise in futility, since color is not a concept either recognizes.) The Storyteller has the final decision over the existence or utility of this Knowledge; it's appropriate for mythological or high fantasy chronicles but completely wrong for low-level fantasy or horror games. | ||
+ | |||
+ | '''House rule: Provides # of languages per dot the same as Linguistics. See also [[Explain_Entries#Animal_Speech_(Knowledge)|+explain Animal Speech (Knowledge)]]''' | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Animal Speech (Knowledge) | ||
+ | |rank1=Dabbler: One additional language | ||
+ | |rank2=Student: Two additional languages | ||
+ | |rank3=Scholar: Four additional languages | ||
+ | |rank4=Master: Eight additional languages | ||
+ | |rank5=Virtuoso: Sixteen additional languages | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4802 Bygone Bestiary 102<br> | ||
+ | WW4805 The Sorcerers Crusade Companion 117 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Anthropology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the human phenomenon of society in many of its forms, and understand its basic rules and structures on a theoretical level, You also have some specific knowledge about one or more contemporary preindustrial societies. | ||
+ | |||
+ | Every culture develops from basic principles to a more complex society. You can trace the evolution of that culture, tracking its mores, morality and traditions. NWO agents can find this study useful in understanding foreign cultures. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Anthropology | ||
+ | |rank1=Novice: Student. You know the basic principles of your discipline. | ||
+ | |rank2=Practiced: Grad student or research assistant. You understand the major theories and concepts. | ||
+ | |rank3=Competent: Professor or veteran fieldworker. You've devoted a fair amount of time and work to your studies. | ||
+ | |rank4=Expert: Head of department in major university. You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Leading light of the field; your work shapes the future of the subject. Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 34<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW4014 Guide to the Technocracy 153 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Archaeology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the remains of the past and the processes by which they are preserved and discovered. You can interpret archaeological remains and identify the likely origin of ancient artifacts; you also know a fair amount about one or more ancient cultures. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Archaeology | ||
+ | |rank1=Novice: Undergrad or amateur | ||
+ | |rank2=Practiced: Graduate student or research assistant | ||
+ | |rank3=Competent: Professor | ||
+ | |rank4=Expert: Research fellow | ||
+ | |rank5=Master: Doyen | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 34<br> | ||
+ | WW2302 Guide to the Camarilla 72 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Architecture== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are trained in the design of buildings, from both functional and aesthetic points of view. You can judge where the load-bearing elements of a building are and interpret architectural plans. You instinctively know where the safest places are in the event of an explosion or earthquake. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Architecture | ||
+ | |rank1=Novice: Student | ||
+ | |rank2=Practiced: Office junior | ||
+ | |rank3=Competent: Junior partner | ||
+ | |rank4=Expert: Senior partner | ||
+ | |rank5=Master: Frank Lloyd Wright | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 35<br> | ||
+ | WW2302 Guide to the Camarilla 72 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Area Knowledge== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | If you spend enough time in an area, you get to learn a lot about it - what's nearby, the sort of people who live or work there, the rhythms and patterns of life in the region. this Knowledge reflects your character's experience of a particular place, gained through months or years of habitation. Familiarity with a city neighborhood, a town or a rural area means more than knowing where to find an all-night drugstore, or being able to tell when the mood in a bar could turn ugly. It's about being part of the community, and knowing - and being accepted by - the people, remembering the history and events of the area, and being familiar with geographical oddities and bad places. Note that while Locale knowledge is broad, it can never be transported - when you take this Ability, you must pick on area as a specialty, and your character's familiarity applies only to that area. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Area Knowledge | ||
+ | |rank1=Student: You can find your way around without getting lost. | ||
+ | |rank2=College: You know the good restaurants. | ||
+ | |rank3=Masters: Tracking down whatever or whomever you need is easy. | ||
+ | |rank4=Doctorate: People are always stopping to chat with you on the street. | ||
+ | |rank5=Scholar: You know every place, every person, and every thing in the area. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW8110 Hunter Book: Redeemer 66 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Art History== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied art as an academic rather than practical subject, and know a great deal about its history. You can look at a piece ofart and have a good chance of identifying its place and period of origin, and in most cases you can name the artist without looking for a signature. You also have a fair idea of the current market price of a piece. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Art History | ||
+ | |rank1=Novice: Student or amateur | ||
+ | |rank2=Practiced: Grad student or enthusiastic amateur | ||
+ | |rank3=Competent: Professor or auction house bigwig | ||
+ | |rank4=Expert: Research fellow or auction house chief | ||
+ | |rank5=Master: Head of a museum | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 35<br> | ||
+ | WW2302 Guide to the Camarilla 72 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Astrology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know how to compile and interpret a horoscope. Given the date and time (and, according to some systems, the place) of a person's birth, you can construct a personality profile and a set of predictions about the likely course of his life. Whether you actually believe these revelations is a matter of personal taste, but you can present them in a convincing and pleasing manner to those who do believe | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Art History | ||
+ | |rank1=Novice: You merely dabble. | ||
+ | |rank2=Practiced: Friends ask you to make horoscopes for them. | ||
+ | |rank3=Competent: You could run a small astrology business. | ||
+ | |rank4=Expert: You could have a syndicated newspaper column. | ||
+ | |rank5=Master: You could work for celebrities and politicians. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 35<br> | ||
+ | WW2302 Guide to the Camarilla 72 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Astronomy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You study the heavens and their movements from a scientific rather than a mystical standpoint. You can identify most constellations, operate an astronomical telescope, predict sunspots, eclipses and comets, and identify most heavenly phenomena. | ||
+ | |||
+ | The movements of stellar bodies, reading of red shifts, orbits and celestial mechanics are your purview. Obviously, astronomy is a requirement for any Technocrat who goes into space, and it's mastered by Void Engineer navigators and researchers. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Astronomy | ||
+ | |rank1=Novice: Student or amateur | ||
+ | |rank2=Practiced: Grad student or enthusiastic amateur | ||
+ | |rank3=Competent:Professor or Doyen of local society | ||
+ | |rank4=Expert:Research fellow, TV host or NASA hotshot | ||
+ | |rank5=Master: Renowned scholar or NASA team leader | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 35<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW4014 Guide to the Technocracy 161 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Biology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know about the nature of life, the forms it takes, and the way living organisms work. You have a reasonable chance of identifying a plant or creature, even from a fragment. You must have at least one dot in Science before you can acquire this Knowledge. | ||
+ | |||
+ | You've mastered the mysteries of earthly organisms (people, animals, plants and insects), including their structures, processes, interactions, and limitations. This field provides the basis of all Progenitor disciplines. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Astronomy | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 35<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW4014 Guide to the Technocracy 161 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Biopsychology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | An organism's emotions are driven by its physical state and vice versa. The two are intertwined. By noting the connections (and learning how to alter them), you can forge links between the body and the mind. This science is an aptitude of mind/ body/ machine specialists from Iteration X, the Progenitors and the NWO. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Biopsychology | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Practiced: You understand the major theories and concepts. | ||
+ | |rank3=Competent: You've devoted a fair amount of time and work to your science. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 161 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Body Control== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Practice for a few days and one can master the simple movements of a limb in combat. Practice for years, and even the muscles and systems of the body that function naturally come under control. With sufficient discipline and study, a focused student can learn to moderate breathing, block out pain, even take charge over heartbeat, digestion and other | ||
+ | bodily functions. | ||
+ | |||
+ | Body Control is usually a nonmagical, though rigorous, feat. Like Do, it’s a skill that requires dedicated study and focus, but in theory anyone with enough discipline could learn it. However, it often functions best when augmented with a little Life magic, which in turn allows the practitioner to perform truly extraordinary feats — metabolizing poisons, rapidly healing wounds and resisting burns. | ||
+ | |||
+ | Under stress situations, use Wits + Body Control (difficulty 8) to exert one facet of this Knowledge. In calm situations, use Intelligence + Body Control (difficulty 7). Usually, an extended roll is possible, representing a character taking several minutes of concentration to adjust his bodily functions. | ||
+ | |||
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 75px" | Successes | ||
+ | ! style="min-width: 350px" | Feat | ||
+ | |- | ||
+ | |{{Flexidot|1|0}} | ||
+ | | Withdraw Testicles: The character does not suffer debilitating pain from a strike to the groin. | ||
+ | |- | ||
+ | |{{Flexidot|1|0}} | ||
+ | | Hold Breath: The character holds his breath for one minute per dot of Stamina. Each additional success adds another minute. Extended successes don’t add to this duration, though. | ||
+ | |- | ||
+ | |{{Flexidot|1|0}} | ||
+ | | Moderated Sleep: With a moment’s relaxation the character can fall asleep under any circumstances. | ||
+ | |- | ||
+ | |{{Flexidot|2|0}} | ||
+ | | Tolerate Temperature: The character manages to mitigate the effects of extreme heat or cold. Reduce the damage dice pool for fire, heat or frost by one die. The character doesn’t suffer any fatigue or inconvenience due to temperature. | ||
+ | |- | ||
+ | |{{Flexidot|2|0}} | ||
+ | | Transcend Pain: Reduce dice-pool penalties due to wounds by one for the remainder of the scene. | ||
+ | |- | ||
+ | |{{Flexidot|3|0}} | ||
+ | | Slow Bleeding and Breathing: Regulation of breath, heart rate and body repair allows the character to mitigate the effects of shock and severe injury. A character reduced to the Wounded health level or worse can stabilize injuries without risk of further bleeding or other complications (aside from being hit again, of course). | ||
+ | |- | ||
+ | |{{Flexidot|3|0}} | ||
+ | | Digestive Control: The character can exert control over the muscles that aid digestion in the stomach and intestines. This can slow the rate of absorption, in case the character has ingested poisoned or diseased substances. Although the character eventually absorbs the substance, this delays the onset of toxicity by a full hour per success scored. | ||
+ | |- | ||
+ | |{{Flexidot|4|0}} | ||
+ | | Death Trance: The character enters a coma-like state. Only advanced medical technology (or magic) can determine that the character still lives. In this state, the character consumes little oxygen but the body maintains itself. Bleeding halts, the body delays the effects of poison and the individual essentially remains in a state much like suspended animation with all bodily functions at a crawl. | ||
+ | |- | ||
+ | |{{Flexidot|5|0}} | ||
+ | | You can raise disciplines to 3. | ||
+ | |} | ||
+ | |||
+ | You may only use one of these effects at a time, though with concentration (and multiple successful rolls) you might be able to combine them. You don’t automatically stack them if you roll multiple successes, nor do you automatically take the effects of the highest roll (that is, just because you scored five successes on your character’s attempt to hold his breath doesn’t mean that the character enters a coma). You can’t score a level of success greater than your number of dots in the Knowledge — having a high associated Attribute simply makes you better at achieving certain levels of effect. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Body Control | ||
+ | |rank1=Student: You’ve learned to feel your breathing. | ||
+ | |rank2=College: With concentration you can ignore needles, shrug off heat and soothe your breath, just like a yogi. | ||
+ | |rank3=Masters: Even normally autonomic functions fall under your sway when you pause to pay attention to your body’s rhythms. | ||
+ | |rank4=Doctorate: You can bring your body near death or incapacitation and still recover due to your startling control of muscles, blood and the healing process. | ||
+ | |rank5=Scholar: You’ve learned to feel your breathing. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 58 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Botany== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Botany (aka plant science, plant biology, or phytology) is a branch of Biology that focuses on the science of plant life. This would include their structure, properties, biochemical processes, plant classification and the study of plant diseases and of interactions with the environment. The principles and findings have provided the base for such applied sciences as agriculture, horticulture, and forestry. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Botany | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Practiced: You understand the major theories and concepts. | ||
+ | |rank3=Competent: You've devoted a fair amount of time and work to your science. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2301 Vampire Storytellers Companion 31 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Chemistry== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the nature of substances and their interactions, and know how to prepare various chemical compounds. You also know how to deal with various hazardous substances. You must have at least one dot in Science before you can acquire this Knowledge. | ||
+ | |||
+ | Everything in this realm is linked by chemical codes. You understand how to search for, identify, mix and employ these codes for the greater good. Although Progenitors specialize in this Science, many other Technocrats understand it well. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Body Control | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 35<br> | ||
+ | WW4014 Guide to the Technocracy 161 | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Chimerical Alchemy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | The Birthright: Chimera Creation has certain limitations (a nocker may not create items that involve or require radiation, electricity or active chemical reactions). Nockers have sought to compensate for this by developing a highly specialized branch of science that deals with chemical reactions, what are difficult to replicate in the Dreaming. | ||
+ | |||
+ | You have gained some mastery of this elusive craft. Familiarity with Chimerical Alchemy allows you to transcend the limits of what most nockers can create in the Dreaming. No longer are you restricted to creating mechanical devices and simple tools. Now you can invent chimerical betteries to power devices, and can change one thing into another - perhaps even turn chimerical lead into gold (or is that fool's gold?)! | ||
+ | |||
+ | Unlike mundane chemistry, which is an exact science, Chimerical Alchemy requires a considerable amount of intuition. An alchemical reaction created one day in the Dreaming may cause a different effect the next day. You are learning how to predict these strange variations. The deeper you go into the dreaming, however, the more difficult it is to anticipate how a chimerical chemical reaction will turn out. | ||
+ | |||
+ | Chimerical Alchemy, as opposed to the Alchemy knowledge detailed in the Changeling Players Guide, deal solely with the materials of the Dreaming. If your character already has the Alchemy Knowledge, you may transfer the points to Chimerical Alchemy if it suits your character, and with the Storyteller's permission. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Chimerical Alchemy | ||
+ | |rank1=Apprentice: You haven't blown yourself up - yet. | ||
+ | |rank2=Journeyman: You're learning, but still highly dependent on your master for instruction. You could probably make goblin parchment. | ||
+ | |rank3=Craftsperson: You are well-trained and capable of making your own way. You could probably make chimerical gunpowder. | ||
+ | |rank4=Master: You're an experienced alchemist, within reach of the greatest of secrets. You could probably make a chimerical camera. | ||
+ | |rank5=Balmalocha: You're on of the true practitioners of the craft. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Nockers | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7052 Changeling - Kithbook Nockers 55<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Church History== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know the history of the Church through the ages, from its inception to the modern day. You underwstand exclesiastical history within the context of secula, politicla and intellectual history. This skill can be chosen for the history of other religions or traditions as well. The name "Church" need not be limiting: it can refer to the history of Islam, Buddhism, or Jadaism as easily as Christianity. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Church History | ||
+ | |rank1=Student: Amateaur of high school | ||
+ | |rank2=College: College student or equivalent | ||
+ | |rank3=Masters: Graduate student | ||
+ | |rank4=Doctorate: Professor or Researcher | ||
+ | |rank5=Scholar: Undisputed authority | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2020 The Inquisition 55<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==City Secrets== | ||
+ | '''NOT ALLOWED''' | ||
+ | |||
+ | ==Classics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | The study of ancient hsien text, such as the Tao te Hsien, the Chronicles of the Monkey King, and the Lo Shu, is extremely important to most hsien. Many masters learn them by heart, and most of the courts require passing exhaustive exams revolving around this cannon to rise in their ranks. Three rounds of exams are given - the most prestigious given every three years by the Ministry of Earth. Each test lasts for 10 days and includes written exams, oral defenses, and literary essays. | ||
+ | |||
+ | In system terms, the background "Title" can have no more dots than this Knowledge! | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Classics | ||
+ | |rank1=Novice: You know the gist of each of the classics. | ||
+ | |rank2=Practiced: You have begun to study the classics earnestly. | ||
+ | |rank3=Competent: You passed the first round of exams, earning the title xuicai, "budding genius." | ||
+ | |rank4=Expert: You passed the second round of exams, earning the title juren, "promoted man." | ||
+ | |rank5=Scholar: Master: You are jinshi, "achieved scholar." | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7308 Land of Eight Million Dreams 89<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Computer Hacking== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You can use your computer to insert your virtual presence into systems where you don't belong. With this knowledge, you can crack computer security and some forms of encryption and otherwise perform feats of data piracy and sabotage that would win the approbation of other hackers as well as an arrest warrant from the FBI. Best of all, you can do this while covering your tracks. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Classics | ||
+ | |rank1=Novice: You can guess others' passwords. | ||
+ | |rank2=Practiced: You know all of the basic back doors to popular operating systems. | ||
+ | |rank3=Competent: You know how to get yourself root access on a fair number of systems. | ||
+ | |rank4=Expert: You can find security loopholes and exploit them within days of a software package's release. | ||
+ | |rank5=Master: You can cut through military security or tap into Wall Street. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 71<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Computer Programming== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know your way around computer code to write your own programs. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Computer Programming | ||
+ | |rank1=Student: Amateaur of high school | ||
+ | |rank2=College: College student or equivalent | ||
+ | |rank3=Masters: Graduate student | ||
+ | |rank4=Doctorate: Professor or Researcher | ||
+ | |rank5=Scholar: Undisputed authority | ||
+ | }} | ||
+ | |||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Conspiracy Theory== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | The world is honeycombed with secret agencies, occult sects, government cover-ups and clandestine alliances. Anyone with half a brain knows it, and you've got far more than half a brain! In your files, hundreds of conspiracies boil just below the surface of civilization's illusion: alien abductions, assassination plots, genetic experiments, monstrous alliances. As a collector of such modern paranoia, you've heard about dozens — even hundreds — of plots, conspirators and suspicious organizations. Do you believe this stuff? Of course! Being a Technocrat, you've got a ringside seat for conspiracies most people wouldn't dream of. Do you believe all of it? Probably not, although you've seen enough to make you nervous. Do you manufacture some of it? Well.... | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Conspiracy Theory | ||
+ | |rank1=Novice: Illuminatus fan. | ||
+ | |rank2=Practiced: Net geek. | ||
+ | |rank3=Competent: Art Bell. | ||
+ | |rank4=Expert: Fox Mulder. | ||
+ | |rank5=Master: Anyone who knows this much isn't saying a damned word about it! | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 154<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Construct Politics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | In the tangled web of inter-Convention politics, you know your way around: alliances, Constructs, ranks, specialties and personnel status — who's on top, who's functioning and who's scheduled for a visit from Control. The higher your rating, the more you know; the more you know, the more valuable you are to the Union, and the more trouble you can neutralize... or create. | ||
+ | |||
+ | Note that low-level agents probably won't have a Construct Politics rating higher than 3. You need a certain amount of security clearance to know more than that, and few field agents have access to such resources. Also, this Knowledge gives you the facts and rumors only. Actually employing what you know often requires Traits like Diplomacy, Subterfuge, Patron and Spies. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Construct Politics | ||
+ | |rank1=Novice: You know a few famous names and places. | ||
+ | |rank2=Practiced: You've visited a few Constructs, and you have general data about several others. | ||
+ | |rank3=Competent: Anything that's general knowledge, you know. | ||
+ | |rank4=Expert: You've got access to classified data regarding many Technocracy Constructs. | ||
+ | |rank5=Master: General data, classified data, rumors, secrets... you possess an uncomfortable amount of information. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Technocrats | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 155<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Covert Culture== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | In the deadly maze of international intrigue, you know the people, groups, methods and tricks that distinguish a winner from a corpse. Naturally, a host of other skills help you employ that knowledge, but without a thorough background in the intelligence community, even James Bond would be lost. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Covert Culture | ||
+ | |rank1=Novice: You know the names and organization of the secret service departments for the major world powers. | ||
+ | |rank2=Practiced: You keep abreast of every secret service organization in the world, and you know a few tidbits about various "paraintelligence" organizations (e.g., US Special Affairs Division, the Arcanum and the Zaibatsu). | ||
+ | |rank3=Competent: You've heard a few secrets about the heads of the most notorious agencies (like Mossad or the CIA), and you know a handful of facts about most "paraintelligence" groups. | ||
+ | |rank4=Expert: True, you know quite a few secrets about many of the world's top intelligence agencies and operations heads... but they know about you, too. | ||
+ | |rank5=Master: Your files contain sensitive data on every major intelligence agency in the world, and a few secrets about the deeply covert agencies, as well. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 155<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Criminology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the nature of crime when, where, how and why it is committed, the nature of the criminal mind and the history of famous cases. You are an expert on crime and law enforcement. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Criminology | ||
+ | |rank1=Novice: Amateur | ||
+ | |rank2=Practiced: Enthusiast | ||
+ | |rank3=Competent:Scholar or detective | ||
+ | |rank4=Expert: Criminal historian or senior detective | ||
+ | |rank5=Master: The Shadow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Cryptography== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You may skillfully compose and interpret codes and ciphers. You can construct a code that can only be cracked by someone who scores as many successes as you have dots in this Knowledge. You can also crack a code, rolling this Knowledge against a difficulty assigned by the Storyteller depending on the code's complexity. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Cryptography | ||
+ | |rank1=Novice: Spy novel fan. | ||
+ | |rank2=Practiced: Military signals engineer. | ||
+ | |rank3=Competent: Intelligence operative. | ||
+ | |rank4=Expert: Cipher specialist. | ||
+ | |rank5=Master: Codebuster extraordinaire. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 36<br> | ||
+ | WW2301 Vampire Storytellers Companion 29<br> | ||
+ | WW3077 Corax 69<br> | ||
+ | WW4014 Guide to the Technocracy 156<br> | ||
+ | WW6007 Wraith Players Guide 51<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Culture== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know about different cultures - their morality, manners, methods and more. With a little time and study, you can discover the social niceties or requirements that a visitor might need to know, or learn enough about different social structures, histories and customs to avoid making serious blunders. This Knowledge covers the different aspects of a given culture (or cultures), as well as the reasons those structures exits. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Culture | ||
+ | |rank1=Novice: You know a few taboos and social mores. | ||
+ | |rank2=Practiced: You're familiar with a few cultures that resemble your own. | ||
+ | |rank3=Competent: You're conversant with structures that differ a bit from your native culture. | ||
+ | |rank4=Expert: You understand a great deal about many different regions and societies. given time, you can fit in anywhere. | ||
+ | |rank5=Master: The world is your home. | ||
+ | }} | ||
+ | |||
+ | |||
+ | '''References:'''<br> | ||
+ | Bastet 82<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Cybernetics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | The complexities of machine-organism interface are simple; you've studied the hows, whys and don'ts of grafting machines to living bodies. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Cybernetics | ||
+ | |rank1=Student: Amateaur of high school | ||
+ | |rank2=College: College student or equivalent | ||
+ | |rank3=Masters: Graduate student | ||
+ | |rank4=Doctorate: Professor or Researcher | ||
+ | |rank5=Scholar: Undisputed authority | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Dream Lore== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Dream Lore is the study of the Dreaming and the creatures that reside within. It is a study mastered by none, because the Dreaming is vast and ever-changing. Some, however, dare its dangers in order to map it (insofar as that is possible) and learn its secrets. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Dream Lore | ||
+ | |rank1=Student: You know to stay on the Silver Path. | ||
+ | |rank2=College: You feel at home in the Near Dreaming. | ||
+ | |rank3=Masters: You are beginning to understand the laws that govern the Dreaming. | ||
+ | |rank4=Doctorate: The Dreaming holds few secrets from you. | ||
+ | |rank5=Scholar: You think you know where Arcadia is. (getting there is another matter.) | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Changelings | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7006 Nobles: The Shining Host 74<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Ecology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You understand the relation of plant and animal life to the well-being of the Earth. Your comprehension of the mutual support networks of flora and fauna informs your actions and helps you spot areas of the world that need special attention. you need at least one dot in Science as a prerequisite for this Knowledge. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Ecology | ||
+ | |rank1=Novice: You know the basics of the food-chain theory. | ||
+ | |rank2=Practiced: You could teach a high school course in basic ecology. | ||
+ | |rank3=Competent: You understand the principles of ecosystems, controlled habitats, biospheres and other technical aspects of the environment. | ||
+ | |rank4=Expert: You are a pioneer in environmental research and theory. | ||
+ | |rank5=Master: International authorities on global warming and endangered species come to you for advice. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3079 Gurahl 86<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Economics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Economics is the study of how money moves and its effects. You can predict, with reasonable accuracy, financial treands and patterns, and you have a leg up on others in matters of investment. You are well-aware of the effects of the Kindred on world markets, and can estimate what sort of effects vampiric dabblings can have on whole industries or nations. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Economics | ||
+ | |rank1=Novice: You have a notion of what a capitalist economy is. | ||
+ | |rank2=Practiced: You know that "the invisible hand" isn't part of an Obfuscated Nosferatu. | ||
+ | |rank3=Competent: The Financial News Network makes sense to you. | ||
+ | |rank4=Expert: You can spot trends and accurately predict recessions with ease. | ||
+ | |rank5=Master: You know how the world economy works - all of it. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 71<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Electronics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are familiar with the construction and operation of electronic devices. You can identify the function of an unknown electronic device, and diagnose and repair a malfunctioning or broken device given time and equipment. Note that electronic devices are not the same as electrically powered mechanical devices -a hair dryer is mechanical, a radio is electronic. | ||
+ | |||
+ | Conductors, chips, transistors, quantum switches — you're equally at home with all of these things. Regulating the flow of electricity and making it follow the bounds of logic is a simple task when you understand the rules. Actually building such devices is another matter (using other Abilities like Jury-Rig and Technology), but you can design and understand electronic circuits and toys. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Electronics | ||
+ | |rank1=Novice: Tinkerer | ||
+ | |rank2=Practiced: Ham radio operator | ||
+ | |rank3=Competent:TV repairman | ||
+ | |rank4=Expert: Computer engineer | ||
+ | |rank5=Master: Computer hardware designer | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 71<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Engineering== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You can understand, design and diagnose faults in mechanical systems of all kinds. You may not actually be able to build and fix them - such activities fall under the purview of the Mechanic Skill - but you can design a set of plans from which a skilled mechanic can build almost anything from a toaster to an airplane. | ||
+ | |||
+ | Without a thorough understanding of materials, stresses, geometry, basic physics and environmental factors, it's impossible to build any lasting structure. With them, you can design, craft or destroy things easily. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Engineering | ||
+ | |rank1=Novice: Amateur | ||
+ | |rank2=Practiced: Student | ||
+ | |rank3=Competent:Junior engineer | ||
+ | |rank4=Expert: Chief engineer | ||
+ | |rank5=Master: Ace inventor | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Enochian== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This Knowledge represents your character's understanding of the pseudo-mystic tongue of the particular heirarchies of astral Umbrood mages of the Order of Hermes frequently deal with, as initially codified by magus, John Dee. Enochian demonstrates the Order's understanding of the psychologies behind the language spoken by these beings, meaning that, in interactions with such creatures, on may never use more dots of the Expression, Intimidation, Leadership or Subterfugre Talents than one possesses in this Ability. | ||
+ | |||
+ | Enochian, however, may not be bought to a level exceeding a character's Arete (as it is a function of enlightened understanding), unless that character is a native of the Astral Umbra. Note that a bastardized form of this language (as spoken by some Sleeper mystic societties) may be purchased as a function of the Linguistics ability, but its mystic potency is virtually nil. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Enochian | ||
+ | |rank1=Student: You know some basic phrases, as well as a handful of Words of Power. | ||
+ | |rank2=College: You can string words together to form a very basic sentence. | ||
+ | |rank3=Masters: You know a few of the nuances of the languague and are beginning to get a grasp on the diverse psychologies behind these words. | ||
+ | |rank4=Doctorate: An Astral Umbral native would regard your speech as adequate. | ||
+ | |rank5=Scholar: You are as fluent in this alien tongue as any earthly being might be. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Hermetics | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4664 Tradition Book: Order of Hermes 65<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Ethnology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | As ideas, economics and environments change, the societies on which they're based change as well. By studying such changes, you understand the factors that drive and shape societies — a helpful insight for any Technocrat, especially for agents of the NWO and Syndicate. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Ethnology | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Competent: You understand themajor theories and concepts. | ||
+ | |rank3=Practiced: You've devoted afair amount of time and work to your studies. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Technocrats | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 153<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Fine Arts== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Though you don't necessarily have the ability to make great works of art (that's a function of other Abilities like Acting, Crafts and Expression), you can understand the messages in works of art and critique it with the worst of them. Though many consider the arts impractical in a scientist, Media Relations specialists understand the value of putting a message into a medium. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Fine Arts | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Competent: You understand the major theories and concepts. | ||
+ | |rank3=Practiced: You've devoted afair amount of time and work to your studies. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 153<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Forensics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are trained in the recognition and interpretation of physical clues. You can examine the scene of a crime, for instance, and find out the race, sex, build, hair color, clothing type and probable social class of ev eryone who was there in the last three to four days. You can examine a body and discover the cause and probable circumstances of death. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Forensics | ||
+ | |rank1=Novice: Amateur sleuth | ||
+ | |rank2=Practiced: Detective, FBI agent | ||
+ | |rank3=Competent:Police specialist | ||
+ | |rank4=Expert: FBI specialist | ||
+ | |rank5=Master: Sherlock who? | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 37<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Forensic Pathology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | When the detectives bring in evidence from the crime scene, you pore over it, identifying marks, performing post-mortems, cross-checking details and searching for the elusive clues that might reveal who did what to whom, and how. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Forensic Pathology | ||
+ | |rank1=Student: Amateaur of high school | ||
+ | |rank2=College: College student or equivalent | ||
+ | |rank3=Masters: Graduate student | ||
+ | |rank4=Doctorate: Professor or Researcher | ||
+ | |rank5=Scholar: Undisputed authority | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Garou Astrology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have a familiarity with the Garou lunar zodiac and its patron Incarnae. You have visited the Aetherial realm at least once and you have some idea of how to plan your actions to conform with the most auspicious times of the year or month. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Garou Astrology | ||
+ | |rank1=Novice: You've studied with your pack's Theurge and know which Incarnae rule which months. | ||
+ | |rank2=Practiced: You know which Incarnae govern which activities and the best time to invoke their assistance. | ||
+ | |rank3=Competent: You can trace back the birth stars of other garou and smell out powerful influences on their lives. | ||
+ | |rank4=Expert: You have a keen knowledge of the fine details of Garou astrology and would make a topnotch instructor in the lore. | ||
+ | |rank5=Master: You will eventually be drawn to the Sept of the Stars. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Aetherial Denizens, Theurges, Galliard, Garou Astrologers, Umbral Travelers | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3110 Rage Across the Heavens 110<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Gematria== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Like Chimerical Alchemy, Gematria is a nocker science. This chimerical science helps nockers harness energy in the Dreaming. | ||
+ | |||
+ | This quasi-science derives its mathematical language from the ancient Kabbalistic discipline of the same name. Traditional Gematria was a kabbalistic language that converted names to numerical value for mystical purposes. It is often used in conjunction with sacred texts, particularly the Bible, Kabbalah and Qur'an. | ||
+ | |||
+ | Nocker Gematria creates a flexible mathematical framework for predicting the "randomness" of chimerical energies. The discipline is particularly useful when dealing with Dreaming physics, electrical phenomenon and the behavior of FUBARs. | ||
+ | |||
+ | Possession of this Knowledge is essential to create chimerical objects and inventions that are more than simple tools and that can operate with their own energy reserves. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Gematria | ||
+ | |rank1=Expert: You have a keen knowledge of the fine details of Garou astrology and would make a topnotch instructor in the lore. | ||
+ | |rank2=Journeyman: You are learning, but are still highly dependent on your master for instructions. | ||
+ | |rank3=Craftsperson: You are well-trained and capable of making your own way. | ||
+ | |rank4=Master: You are highly experience, within reach of the greates secrets. | ||
+ | |rank5=Balmalocha: One of the true practitioners of the craft. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Nockers, Talmudic Scholars | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7052 Changeling - Kithbook Nockers 56<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Genetics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You've studied the literal stuff of life. With time and research, you can trace, analyze, alter and employ genetics in almost any living thing. Like biology, this discipline is one no Progenitor should be without. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Genetics | ||
+ | |rank1=Student: Amateaur of high school | ||
+ | |rank2=College: College student or equivalent | ||
+ | |rank3=Masters: Graduate student | ||
+ | |rank4=Doctorate: Professor or Researcher | ||
+ | |rank5=Scholar: Undisputed authority | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Geology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the physical composition of the earth. You know something about the physics and chemistry of rock, the formation of landscape features, and other related topics. You can identify the type and probable source of a piece of stone; evaluate a likely place to look for oil, precious metals and gems; and identify and refine ores. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Geology | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or oilman | ||
+ | |rank4=Expert: Professor or prospecting consultant | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Heraldry== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the art and language of heraldry, and can interpret a heraldic device such as a coat of arms or a Japanese mon. You can also design a new one that the ruling authorities of heraldry would find acceptable. Successful recognition of a heraldic device automatically imparts a small amount of information about the family or organization to which it belongs. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Heraldry | ||
+ | |rank1=Novice: Amateur | ||
+ | |rank2=Practiced: Enthusiast or historian | ||
+ | |rank3=Competent:Grad student or genealogist | ||
+ | |rank4=Expert: Professor or junior herald | ||
+ | |rank5=Master: Research fellow or king of arms | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==History== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are familiar with the record of events, mortal and immortal. You can place events in historical context, and even detect Kindred influence on the stream of mortal history. Your expertise may well allow you to uncover evidence of vampiric activity, ranging from resting places of elders to evidence of specific individuals' involvement in affairs. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=History | ||
+ | |rank1=Novice: You know the basics of history without knowing many of the specifics. | ||
+ | |rank2=Practiced: You can pick out historical errors on television programs and in movies. | ||
+ | |rank3=Competent: You have a solid grasp on the field, and have specialized in a particular area. | ||
+ | |rank4=Expert: You are a recognized expert in the field; grad students footnote your works. | ||
+ | |rank5=Master: All of the past is an open book to you. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Hypermathematics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Mathematics has few boundaries, but very few people grasp just how far it can go. You do. Like Einstein or Stephen Hawking, you understand esoteric concepts, create brain-wrenching theorems and comprehend the links between math, metaphysics and mysticism. You built the intricate structures of n-dimensional calculus and topology, subspace mathematics and such esoterica as superstring theory, conceptual time travel and Unified Theory. Many Iterators and Void Engineers study this sort of math. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Hypermathematics | ||
+ | |rank1=Student: Amateaur of high school | ||
+ | |rank2=College: College student or equivalent | ||
+ | |rank3=Masters: Graduate student | ||
+ | |rank4=Doctorate: Professor or Researcher | ||
+ | |rank5=Scholar: Undisputed authority | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Koldunism== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This new Knowledge measures a Kindred's familiarity with the philosophies of Eastern European animism. A koldun's player rolls this Ability with one of five possible Attributes when invoking the power of the magic. Each level also bestows a more in-depth understanding of this spiritual magic and the manipulation of the natural elements. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Koldunism | ||
+ | |rank1=Student: Knowledge of major spirits and placations. | ||
+ | |rank2=College: You know much of the old ways and are recognized as a koldun. | ||
+ | |rank3=Masters: You rank among the most powerful of the present-night koldun. | ||
+ | |rank4=Doctorate: Ths spirits quake when you are angry. | ||
+ | |rank5=Scholar: A potent and eldritch master of the spirits of the land. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | A few young Sabbat Tzmisce, Old-Clan Tzimisce | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2106 Blood Magic Secrets of Thaumaturgy 127<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Law Enforcement== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Every civilized nation has a law enforcement division, and most have several different branches — local, state, federal, covert and international. You're familiar with these essential agencies—how they run, who runs them, what they do and what they can't do without bending the rules. While the Law Knowledge reflects your understanding of legal principles and procedures, and the Covert Culture Knowledge represents an understanding of the clandestine intelligence community, this Trait represents the practical side of the game. You know about Mirandizing, evidence contamination, legal representation and the steps that police go through when questioning suspects or containing samples. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Law Enforcement | ||
+ | |rank1=Novice: Beat cop. | ||
+ | |rank2=Practiced: Sergeant. | ||
+ | |rank3=Competent: Chief or DA | ||
+ | |rank4=Expert: Federal bureau official. | ||
+ | |rank5=Master: Attorney General. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 156<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Literature== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are familiar with the literature of one or more nations or historical periods, and know something of the general style and structure of literature - the things that set literature apart from mere fiction or entertainment. You can usually find a witty and appropriate quote, or identify a quotation if you see one. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Literature | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student or struggling author | ||
+ | |rank3=Competent:Grad student or critic | ||
+ | |rank4=Expert: Professor or recognized author | ||
+ | |rank5=Master: Research fellow or celebrated author | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Logic== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Though the study of logic is often associated with science, it's really a form of ordered non-experimental thought, and as such falls under the headings of philosophy. At the core, Logic relies on certain assumptions, so it's difficult to form a "proof of proof." Logic also has difficulty applying to concepts without discrete values, like moral | ||
+ | judgments. Where Logic does excel is in drawing a conclusion based on a set of premises. Delving into Logic is a worthwhile endeavor for any Technocrat. Computer operators in particular find the predictable patterns of Logic a necessity. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Logic | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Competent: You understand themajor theories and concepts. | ||
+ | |rank3=Practiced: You've devoted afair amount of time and work to your studies. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 153<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Mathematics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the science of numbers; you are able to perform complex calculations and understand mathematical concepts beyond basic arithmetic. Given part or all of a calculation, you can probably decipher what it is intended to achieve. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Mathematics | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Media== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | With the right connections, you can reach millions of people worldwide. Once you have their attention, you can get them to believe whatever you want them to... at least for a moment. This Knowledge reflects media-savvy—the people, messages, networks, tricks and technology that define the Information Age. You know who to call, what to say, how to get it on the air and why it will stick in the public's mind. By itself, this Trait does not grant privileged access to the media. (See the Background: Influence and the Merit: Ties for that.) Once you get access, though, you'll know how to use it to your best advantage. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Media | ||
+ | |rank1=Novice: Mass-Corn major. | ||
+ | |rank2=Practiced: Reporter. | ||
+ | |rank3=Competent: Professional journalist. | ||
+ | |rank4=Expert: Head of a network. | ||
+ | |rank5=Master: Rupert Murdock. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 157<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Memories== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Memories is the art of working with the stuff of memory itself. Furthermore, it includes training one's self in memorization and memory organization techniques, Memory Palace building and efficiency at recall. With expertise in Memories, you can remember things better and access those memories you ahve charge of more easily. Storing all the memories in the world won't do you any good if you can't find the one image you want when you need to do so in a hurry, after all. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Memories | ||
+ | |rank1=Novice: You have reasonabily good recall, and things don't go immediately in one ear and out of the other. | ||
+ | |rank2=Practiced: You can construct a basic Memory Palace well. | ||
+ | |rank3=Competent: You can place names with faces without flaw. | ||
+ | |rank4=Expert: Go someplace once and you can remember that way forever. | ||
+ | |rank5=Master: You never forget anything you don't want to. Ever. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Wraiths from Guild Mnemos | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW6014 Ends of Empire 135<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Metallurgy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know about the properties and behavior of metals and alloys. Given time and equipment, you can identify almost any metal or alloy from a sample. You know the melting points, stress limits and other characteristics of most common metals and alloys. You must have at least one dot in Science to take this Knowledge. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Metallurgy | ||
+ | |rank1=Novice: Student | ||
+ | |rank2=Practiced: Grad student or apprentice | ||
+ | |rank3=Competent:Professor or engineer | ||
+ | |rank4=Expert: Engineer | ||
+ | |rank5=Master: Chief engineer | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Metaphysics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | These disciplines contain clues to the mysteries of the universe. Knowledge of one of the metaphysical sciences includes a history of the field and a basic understanding of the symbolism, language, lore and mysteries associated with it. Some sciences (like alchemy) may concentrate on producing specific, angible results. | ||
+ | |||
+ | This Knowledge Trait reflects theoretical understanding, not the additional skills you may need to put it to use (like Chemistry, Mathematics, Crafts, etc.). Still, it's a beginning, a stepping stone to greater things. | ||
+ | |||
+ | A number of disciplines fall within this category. These include: | ||
+ | • [[Secondary_Knowledges#Alchemy|Alchemy]] | ||
+ | • [[Secondary_Knowledges#Astrology|Astrology]] | ||
+ | • Celestiography and Demonology | ||
+ | • [[Secondary_Knowledges#Gematria|Gematria]] | ||
+ | • [[Secondary_Knowledges#Numerology|Numerology]] | ||
+ | • [[Secondary_Knowledges#Sacred Geometry|Sacred Geometry]] | ||
+ | • Stone Lore | ||
+ | |||
+ | If you want the actual skills in these areas, please purchase the ability by those names. Again, dots in Metaphysics is only theoretical understanding of them. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Metaphysics | ||
+ | |rank1=Dabbler: You understand very basic concepts. | ||
+ | |rank2=Student: You've had some instruction in the field. | ||
+ | |rank3=Scholar: You've got a comprehensive grasp of the discipline. | ||
+ | |rank4=Master: You know things that are not written. | ||
+ | |rank5=Virtuoso: You are a master of hidden things and arcane lore. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4800 Mage The Sorcerers Crusade 93<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Meteorology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Either through study or experience, you know a thing or two about weather. You can tell if it's going to rain this afternoon, tonight or tomorrow; what the chance of snow is; or whether the skies will be cloudy or clear for the next few days. You can predict what the day's high and low temperatures will be, and so on. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Meteorology | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College, weekend camper or TV weatherman | ||
+ | |rank3=Competent: Grad student or outdoor enthusiast | ||
+ | |rank4=Expert: Professor or farmer | ||
+ | |rank5=Master: God calls you up and tells you. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Military Science== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Through intensive study or actual battle experience, you are familiar with the techniques needed to conduct a military campaign. Your knowledge spans the spectrum of war, from the tactics required to command a 10-man squad to the grand strategy needed to command whole armies. You know how best to deploy your forces, cut off supply lines and capture vital territory. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Military Science | ||
+ | |rank1=Novice: Citadel graduate | ||
+ | |rank2=Practiced: NCO | ||
+ | |rank3=Competent:Brigadier general | ||
+ | |rank4=Expert: Julius Caesar | ||
+ | |rank5=Master: Sun Tzu | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Mythology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know the tales of heroes and gods. Myths, like legends and fairy tales, are stories that lie at the cornerstones of any society. They carry great truths wrapped in metaphor, and you know hot to strip the wrappings away. In this sense, "mythology" simply means that you understand common lore and can unravel the symbolism behind it. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Mythology | ||
+ | |rank1=Student: You've read a myth here and there. | ||
+ | |rank2=College: You understand the meaning behind a few common myths. | ||
+ | |rank3=Masters: You're well-versed in the content and symbolism of many mythologies. | ||
+ | |rank4=Doctorate: You understand oft-unseen patterns. | ||
+ | |rank5=Scholar: Joseph Campbell. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4010 World of Darkness: Sorcerer 61<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Naturalist== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are a student of animal behavior. Through study or experience, you know when and where to find certain animals, how to watch them without provoking them to run away or attack you, and how they react to certain things. You can, by reading natural signs, predict whether there is a predator or some other threat in the area, and can interpret an animal's mood through its behav ior. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Naturalist | ||
+ | |rank1=Novice: Boy Scout | ||
+ | |rank2=Practiced: Outdoors type | ||
+ | |rank3=Competent:TV nature show host | ||
+ | |rank4=Expert: Seasoned fieldworker | ||
+ | |rank5=Master: David Attenborough | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Navigation== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Getting,from Point A to Point B isn't always that easy, especially from the air. After all, when seen from above, roads don't have route numbers, states don't have neat borders done in double-thick black lines, and there's no compass rose or legend reading "1 inch =10 miles" in the lower right-hand corner of the world. It's pretty easy for someone to get lost up there. | ||
+ | |||
+ | Mind you, traveling on the ground isn't much easier, and truth be told, there's more to Navigation than just hopping in the car for a jaunt to Grandma's house. Travel in the World of Darkness is a difficult and dangerous business, by day or night. There are questions of finding the best route, avoiding delays, prepping for a trip, making sure there are safe places to rest up along the journey, and discovering what alternate routes are available in case of inclement travel conditions or enemy action. Otherwise, a trip from one city to the next could be cut fatally short with ease. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Navigation | ||
+ | |rank1=Novice: Over the river and through the woods... | ||
+ | |rank2=Practiced:You can avoid delays whenever traveling. | ||
+ | |rank3=Competent:You can plot across-country trek and make it comfortable. | ||
+ | |rank4=Expert: Roadblocks? Badweather? Nothing will keep you from getting there. | ||
+ | |rank5=Master: You know the fastest way to go, where to stop along the way, what the weather's going to be like when you get there, and how much to tip when you stop for coffee — ahead of time. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3077 Corax 69<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Numerology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This is the science of determining the essence of an object or name by reducing it to its numerical meaning. In numerology, everything is a number, and this number is a key to understanding Creation and the magician's role in it. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Numerology | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4664 Tradition Book: Order of Hermes 66<br> | ||
+ | WW4800 Mage The Sorcerers Crusade 93<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Paleography== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | The science of reading ancient manuscripts (primarily latin and Greek) and assigning an origin to them. Paleography may also be used to determine if a manuscript is a forgery. Note that this Knowledge does not give you the ability to read Greek and Latin - you must purchase those separately! With Paleography, however, you can try to read texts in their original form, not cleand up and presented in easy textbook fashion. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Paleography | ||
+ | |rank1=Novice: You can try to read a difficult document. | ||
+ | |rank2=College: You can identify basic elements of the manuscript. | ||
+ | |rank3=Masters: You can guess the approximate century and region of the manuscript's production. | ||
+ | |rank4=Doctorate: You can pinpoint when and where the manuscript was written. | ||
+ | |rank5=Scholar: You know almost certainly everything there is to know about the document, including production materials and perhaps even who scribed it (assume it isn't already indicated). | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4009 Halls of the Arcanum 58<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Paraphysics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | A specialist of Dimensional Science, you understand the weird interrelationships between our world and the alternate dimensions of the so-called "spirit worlds." You can explain away the "magic" of the supernatural, finding the laws that even paranormal events obey. Paraphysics is a dangerous science. After all, the Union can't very well have agents running around justifying the supernatural! | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Paraphysics | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Parapsychology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Serious study in the field of parapsychology dates to the 1882 founding of the Society of Psychical Research in England. Such knowledge continues to be regarded with suspcion by the scientific community at large, but a few of its ideas, such as hypnotism have even managed to enter mainstream medicine. Basic experiments and theory concern one of two phenomenon: extrasensory perception or psychokinesis. For the theoretical student, parapsychology involves the search for evidence of the nature of psi phenomena, including non-sensory detection, influence of random events, after death existence and out-of-body experiences. All too often, such studies are frustratingly inconclusive. For the real psychic, however, Parapsychology teaches one how to use his own powers. | ||
+ | |||
+ | You should use Parapsychology rolls for psychic powers to maintain concentration, perform group effects and delve into the possibilities of what can theoretically be done with psychic energy. Maintaining concentration will sometimes require a Wits + Parapsychology roll. Working in conjunction with a group usually demands a Perception + Parapsychology roll. Use Parapsychology with Paths is as indicated under the specific power in question. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Parapsychology | ||
+ | |rank1=Student: This stuff is interesting, isn't it? | ||
+ | |rank2=College: You have spent time observing experiments in the field, or you have read many serious works on the subject. | ||
+ | |rank3=Masters: You could even make a living by teaching or doing research. | ||
+ | |rank4=Doctorate: You engage in groundbreaking work such as that which created hypnotism. | ||
+ | |rank5=Scholar: If you aren't already a psychic, you are getting close. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4254 Sorcerer (Revised Edition) 51<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Pharmacopoeia== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know all kinds of drugs: street drugs, medicines, herbal concoctions, hypertech variants and even magical brews. A specialty among Progenitors, this Knowledge lets you recognize, synthesize, measure, counter or dose someone with a wide range of chemical substances. (Given time and tools, of course.) You might not know everything, but you understand the principles behind drugs and their effects on the body and mind. Once you know the basics, the rest is easier. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Pharmacopoeia | ||
+ | |rank1=Technician: Savvy pusher. | ||
+ | |rank2=Student: Pharmacy student or herbal specialist. | ||
+ | |rank3=Master: Typical pharmacist. | ||
+ | |rank4=Professor: Expert with hypermeds and RD potions. | ||
+ | |rank5=Director: Master Pharmacopoeist. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 158<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Philosophy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This broad discipline covers the study of thought, ethics and morals, human interrelationships and perceptions and more. Sadly, this form of study is not nearly as common as it once was in the Union. Still, a little Philosophy is practically a necessity for anyone studying the esoterics of the Mind Sphere of influence. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Philosophy | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Competent: You understand themajor theories and concepts. | ||
+ | |rank3=Practiced: You've devoted afair amount of time and work to your studies. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 154<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Phlogeny== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Creation is always changing. You study the effects of that change, from the evolution of life forms and physical environments to social changes and philosophical shifts — a specialty among Genegineers and propaganda specialists. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Phlogeny | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Physics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied the science of matter, its composition and its behavior. You can calculate masses and velocities without even thinking about so doing, you know a little about why the universe is the way it is, and you might even understand the Theory of Relativity. You can understand and interpret physical data, the notes of other physicists, and experimental or laboratory equipment. You must have at least one dot in Science to take this Knowledge. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Physics | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Power-brokering== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | A veritable god of consolidation, you excel at making connections, alliances, networks and deals. Most people can't even get an appointment with a powerful person, but you know all the right hands for a power-play. This Knowledge differs slightly from the Talent: Negotiation. That Trait reflects a talent for making people cooperate, while this one shows that you understand who to talk to, how to reach them, what to offer and how far you can pull their strings. Unlike Networking, which simply lets you make contacts and gather information or groups of people, this Knowledge gives you the ability to talk directly to people in positions of authority. You can then bring diverse affiliations together for negotiations or cooperative efforts. | ||
+ | |||
+ | Like Networking and Research, this Knowledge tends to be an "off-stage" Ability, used between action scenes to reflect a character "making a few calls." Social rolls (usually Manipulation + Power-Brokering) establish a rapport between parties and allow the negotiations to begin. In conjunction with Backgrounds like Allies, Influence, Mentor, Resources and Spies, Abilities like Etiquette, Intimidation, Media and Negotiation and a few basic Mind Procedures, this Knowledge is powerful indeed. With the right talents, connections and allies, a person can arrange almost anything.... | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Power-brokering | ||
+ | |rank1=Technician: You talk to a lot of secretaries. | ||
+ | |rank2=Student: You can get your foot in the door — and keep it in. | ||
+ | |rank3=Master: They know your name. | ||
+ | |rank4=Professor: "Mr. Turner will see you now." | ||
+ | |rank5=Director: You dine with world leaders. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 158<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Propaganda== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | A specialty of Media Relations ops, this Trait reflects a mixture of media savvy, psychology, popspeak and smear tactics. Essentially, you know how to make someone look as bad, or as good, as you want to make him look. You don't need advanced Procedures in order to affect public opinion on a grand scale. Given a few days, some resources (computers, cameras, air time, etc.) and a place to post your "message," you can do wonders without resorting to riskier measures! | ||
+ | |||
+ | Altering public opinion with propaganda is a "downtime" activity. In game terms, you decide what you want to do and how you want to do it. A Manipulation + Propaganda roll or two assures that the public will get your message; the better you roll, the stronger the public's reaction. The roll's difficulty depends on the content of the message and its intentions: Making a popular politician look good is easy, but raising a mob to burn down the local occult bookstore (all without violating FCC regulations) is quite a bit harder. Many NWO and Syndicate ops use this expertise as a focus for subtle Mind Procedures (see Chapter Eight). Others use it to make certain Effects easier (see "Abilities and Magic," in Mage: The Ascension). Note that propaganda's effects are neither immediate nor total. The public may be suggestible, but it isn't entirely stupid. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Propaganda | ||
+ | |rank1=Novice: Jerry Springer. | ||
+ | |rank2=Competent: Ralph Reed. | ||
+ | |rank3=Practiced: Kenneth Starr. | ||
+ | |rank4=Expert: Noam Chomsky. | ||
+ | |rank5=Master: Joesf Goebbels. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 158<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Psychodynamics== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | A specialist in human mental processes, you see the relationships between emotion, mental health and behavior — a vital skill for psych personnel. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Psychodynamics | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Psychology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have a knowledge of psychology in both theory and practice. You are familiar with psychological approaches, councseling techniques and so on. You are also conversant with the pathology of the mind, and can make a diagnosis of a subject's dysfunction given sufficient time to observe him. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Psychology | ||
+ | |rank1=Novice: You've read the classics of the field. | ||
+ | |rank2=Practiced: You can separate what Freud actually said from what people think Freud said. | ||
+ | |rank3=Competent: You could set up a practice and do reasonably well with it. | ||
+ | |rank4=Expert: You are an expert on psychological theory - and know when and how to apply it. | ||
+ | |rank5=Master: You can understand others' thought patterns, motivations and Psychological Flaws from just a few short conversations. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW4014 Guide to the Technocracy 159<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Religious Rites== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know the appropriate pomp and circumstance requisite for the completion of churchly duties (or your chosen religions). Even mroe important than the average liturgical knowledge, you have knowledge of religious rituals and invocations that have been formulated to be effective against the supernatural, e.g., the Roman rite of Exorcism. You do not need to have memorized these rituals; they can be in your breviary (or similar handbook). | ||
+ | |||
+ | ''Listed in the book as "Rites"'' | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Religious Rites | ||
+ | |rank1=Student: Altar server | ||
+ | |rank2=College: Lay minister | ||
+ | |rank3=Masters: Ordained priest | ||
+ | |rank4=Doctorate: Bishop | ||
+ | |rank5=Scholar: Cardinal | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2020 The Inquisition 55<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Religious Scriptures== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You have studied religious scriptures extensively; based upon your particular inclination, you may have studied them in their historical context, or as direct divine revelation. | ||
+ | |||
+ | ''Listed in the book as "Scripture"'' | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Religious Scriptures | ||
+ | |rank1=Student: You quote freely, but not accurately. | ||
+ | |rank2=College: You can answer most questions. | ||
+ | |rank3=Masters: You are not just well-read in the scriptures, but their context and history as well. | ||
+ | |rank4=Doctorate: You possess a wide body of knowledge, from the common to the obscure. | ||
+ | |rank5=Scholar: You have read meanings never before considered or discovered. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2020 The Inquisition 55<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Sacred Geometry== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This discipline is the method of divining secret knowledge from the dimensions and shapes of man-made or natural structures, including the human form. The builders of the pyramids, the Aztec and Mayan temples and the Gothic cathedrals are said to have been masters of sacred geometry. It is the art of special intersections of lines and angles that allow for manipulation of time, space and other phenomena. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Sacred Geometry | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4664 Tradition Book: Order of Hermes 66<br> | ||
+ | WW4800 Mage The Sorcerers Crusade 93<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Sacred Scriptures== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Same as [[Secondary_Knowledges#Religious_Scriptures|Religious Scriptures]], but when taking this Knowledge you must pick a Scriptural category. | ||
+ | |||
+ | Categories: | ||
+ | * Jewish (Torah) | ||
+ | * Hindu (Rig Veda, Upanishads, Bhaghavad-Gita) | ||
+ | * Zoroastrian (Zend Avestas) | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Sacred Scriptures | ||
+ | |rank1=Student: You quote freely, but not accurately. | ||
+ | |rank2=College: You can answer most questions. | ||
+ | |rank3=Masters: You are not just well-read in the scriptures, but their context and history as well. | ||
+ | |rank4=Doctorate: You possess a wide body of knowledge, from the common to the obscure. | ||
+ | |rank5=Scholar: You have read meanings never before considered or discovered. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4009 Halls of the Arcanum 58<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Saurimancy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | The giant reptiles of the world, because of their profoundly different thought processes have always fascinated humans. The slither of alligators and the chirping of lizards have for ages been thought to hold mystic insights. This skill, the art of saurian divination, allows Kin and Mokole to divine the future or the will of Sun from saurian omena. It is most common among Kin in India. the diviner must listen to lizards chirping at dusk, meditate on the tracks of crocodiles, or use a similar method. For each day that she spends in such study, she may make a Perception + Saurimancy rating roll, difficulty 7. For each success, she may gain one "insight" of the Storyteller's choice. the oman may be vague or quite clear, as the Storyteller thinks appropriate. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Saurimancy | ||
+ | |rank1=Student: You heard a lizard once. | ||
+ | |rank2=College: You knew when Father had died. | ||
+ | |rank3=Masters: You know tomorrow's weather. | ||
+ | |rank4=Doctorate: You are a famous fortuneteller. | ||
+ | |rank5=Scholar: The alligators tell all. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Mokole | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3081 Mokole 53<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Sociobiology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You understand that a society is an extended organism — that it does what it does to nurture, protect and procreate itself. Each individual is a part of a greater whole. By researching that whole, you can (theoretically) influence the changes it assumes. As a member of the Technocratic Union, you're living proof of this discipline; if you're an operative of the NWO, Progenitors or Iteration X, you probably use this knowledge to turn the Masses toward the light. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Sociobiology | ||
+ | |rank1=Novice: High school | ||
+ | |rank2=Practiced: College student | ||
+ | |rank3=Competent:Grad student or scientist | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Research fellow | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Strategy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You are skilled at organizing people and resources to overcome an enemy, be it an army, a tong, or an up-and-coming law firm. You can give effective orders, although making people believe they’re the right orders is the purview of the Leadership Ability. Similarly, you must have a basic grasp of the organization you are working with, which may require other Abilities. However, only you know how to pick out an opponent’s weak spots and exploit them with the assets at hand. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Strategy | ||
+ | |rank1=Student: Miniatures gamer. | ||
+ | |rank2=College:Armchair general.You’ve read the Art of War. | ||
+ | |rank3=Masters: A commissioned officer. You actually understand the Art of War. | ||
+ | |rank4=Doctorate: Oda Nobunaga | ||
+ | |rank5=Scholar: Sun Tzu | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 59<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Subdimensions== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Ours is one of many dimensions. For safety reasons, the Masses have not been exposed to the true scope of such Otherworlds. You have. Although these weird realms are unmappable (despite the Union's best efforts), they do conform to certain rules, and you know what they are. In addition to classroom training, you've been across the Barriers several times, and you know how to handle yourself in various retrograde dimensions. Someday, you'll tame these wild aberrations. For now, however, they still continue to be fascinating avenues for study. Just be careful out there! | ||
+ | |||
+ | In game terms, this Knowledge is essentially the Technocratic version of Cosmology. It allows you to navigate through the Otherworlds with some accuracy, gives you a basic understanding of these dimensions and helps you process the weird stuff you see while you're on the other side. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Subdimensions | ||
+ | |rank1=Novice: ".. .My god... it's..." | ||
+ | |rank2=Competent: You can handle yourself without losing either dignity or direction. | ||
+ | |rank3=Practiced: A seasoned Void Engineer. | ||
+ | |rank4=Expert: You're comfortable on either side of the Barriers. | ||
+ | |rank5=Master: Psych regularly evaluates your sanity. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Technocrats | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 163<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Taxidermy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You can take an animal apart and preserve all the bits and pieces, not just the skins and heads. Your deerskins won't rot, and your raven claws won't smell funny. Moreover, you can make sure newts' eyes will stay fresh for years. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Taxidermy | ||
+ | |rank1=Novice: The newts should freeze well. | ||
+ | |rank2=Competent: Nobody will buy from you, but you should be able to cure a pelt or properly perserve a snake in formaldehyde. | ||
+ | |rank3=Practiced: Relatives who like animal heads nailed to their walls appreciate your presents. Others find your hobby distasteful because the animals don't look dead anymore. Of course, they don't look alive either. | ||
+ | |rank4=Expert: You could get a job at the natural history museum. Old ladies who want their Chihuahuas stuffed come to you, and your frog toes are as fresh as the day you got them. | ||
+ | |rank5=Master: You probably embalmed the pharaohs in a past life. Your wrk looks like it's going to get up and run off at any moment. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW7100 Player's Guide for Changeling the Dreaming 51<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Terrorism== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Terrorism is the new form of warfare. You understand it to a frightening degree — the tactics, the tools, the people, the groups, their staging-grounds and the web of politics and protocols that surround them all. As a member of the Technocracy, you probably practice counter-terrorism and minimize the damage these jackals do. On the other hand, terror is an effective tool, and it may occasionally be used against those who refuse all other forms of discourse.... | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Terrorism | ||
+ | |rank1=Novice: You know the major organizations, their leaders, ideologies, and usual targets. | ||
+ | |rank2=Competent: You work with the UN Security Council. | ||
+ | |rank3=Practiced: You know the majors, the fringes and the fakes. | ||
+ | |rank4=Expert: Mossad would like a word with you. | ||
+ | |rank5=Master: Mossad works for you. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 163<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Thanatology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | While most mortals fear death, the ancient Egyptians honored it and made a study of it. You are a student of the different facets of death and dying. You understand not only the physical nature of death - mortification, preservation of a corpse - but also its spiritual dimensions - proper funerary rites, respectful treatment of a corpse, embalming and so forth. You may have been an embalmer in your First of Second Life, or this subject may be a new field of interest for you. Your study also gives you some knowledge of ghosts and zombies, at least as related to their physical deaths and present states. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Thanatology | ||
+ | |rank1=Student: You've read a fair amount on the subject, and you can carry on a reasonably informed conversation. | ||
+ | |rank2=College: You've done some study of cadavers. | ||
+ | |rank3=Masters: You know some of the deeper mysteries as well as the physical lore. | ||
+ | |rank4=Doctorate: You know ancient techniques of embalming, and you have actually performed them yourself. | ||
+ | |rank5=Scholar: You understand the mysteries of the Lands of the Dead and the effect that death can have on the spirit. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2380 Mummy: the Resurrection 63<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Theology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Religion is a familiar aspect of human endeavor for you, and you fully understand its place in the world. At higher levels, this Knowledge imparts an appreciation for all religious beliefs, while less skilled individuals tend to view their own beliefs as intrinsically superior to any others. This, of course, varies by individual. Possession of this Knowledge in no way requires personal belief in the tenets of any specific religion. | ||
+ | |||
+ | ''Listed in Demon: The Fallen as "Religion"'' | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Theology | ||
+ | |rank1=Novice: Participant | ||
+ | |rank2=Practiced: Altar boy | ||
+ | |rank3=Competent:Priest | ||
+ | |rank4=Expert: Professor | ||
+ | |rank5=Master: Theologian | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2302 Guide to the Camarilla 72<br> | ||
+ | WW8200 Demon: The Fallen 152<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==The Art Of Memory== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | One of the most highly prized traits a member of Caine's Chosen can possess is the ability to retain and to store vital information in the most secure place possible: her own mind. This Knowledge represents the possessor's level of dedication to this endeavor, the quick and traceless cataloging of data in the deepest recesses of the brain. | ||
+ | |||
+ | The Knowledge draws upon age-old mnemonic techniques of translating facts and figures into a symbolic langugae of unrelated images, whereby the brain can store and quickly recall the information at a later date simply by returning itself to the basis of the symbology in question. Each piece is then translated back into its root form, allowing quick and efficient voluntary recall while simultaneously protecting the data from unwanted scrutiny. If one reasds the mind of someone skilled in this Ability, all the intruder is likely to get for the effort is a jumbled series of seemingly random images, or possibly even simple shapes or colors. | ||
+ | |||
+ | A character's rating in this Knowledge is added to the dice pool of any roll whose function is to protect information hidden within the mind. This obviously goes for things like Telepathy and certain applications of Dominate, but it's also apt in torture situations. The Hand encourages all its recruits to study the fundamentals of this Knowledge, and those who excel at the technique are often granted increasingly greater responsibilities in the subject, often with resultant social and political rewards. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=The Art of Memory | ||
+ | |rank1=Novice: You know one or two tricks of cerebrally converting information. | ||
+ | |rank2=Practiced: You can bury significant amounts of data in symbolic code. | ||
+ | |rank3=Competent: It would take a skilled interrogator to uncover your secrets. | ||
+ | |rank4=Expert: Processing information symbolically is second nature to you now. | ||
+ | |rank5=Master: Moon, tin can, razor blade, mirror, thirteen. Exactly. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Black Hand members | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2428 Caine's Chosen The Black Hand 74<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Toxicology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | ''Also known as "Poisons"'' | ||
+ | |||
+ | You have a working knowledge of poisons, their effects and antidotes. You can analyze a poison to ascertain its origin, and can mix a poison or antidote given time and equipment. You must have at least one dot in either Chemistry or Biology to acquire this Knowledge. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Toxicology | ||
+ | |rank1=Novice: Dabbler | ||
+ | |rank2=Practiced: Detective; mystery reader | ||
+ | |rank3=Competent: Pharmacist; mystery writer | ||
+ | |rank4=Expert: Forensic scientist; emergency room doctor | ||
+ | |rank5=Master: Assassin | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW2206 Vampire Players Guide (2nd Edition Text Only) 40<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Tribal Lore== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You know the traditions and lore of a native culture (usually the one you grew up in). This includes legends, cosmology, crafts and societal rules. The culture can be from wherever the Uktena draw their Kin - Cherokee, Hopi, Gullah, Kikuyu, or maybe from the native peoples of Australia or Vietnam. Knowing how to do things makes it much easier to get along in traditional society - and makes the cosiety's elders more likely to talk with you. Familiarity with custom and practice also lets you pick up on when things aren't quite right, socially or spiritually. | ||
+ | |||
+ | Finally, a good grasp of the legends and their significance has allowed Uktena to discover clues to ancient evils and lost fetishes; more than one Theurge has managed to reverse-engineer a lost rite through comparing different versions of an old medicine tale. Depending on the situation and at the Storyteller's discretion, Tribal Lore can be used in place of Etiquette when dealing with the given culture. | ||
+ | |||
+ | ''This Knowledge only applies to Native Cultures, it is not for specific Garou tribes.'' | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Tribal Lore | ||
+ | |rank1=Novice: When in doubt, call the old lady Grandmother. It's polite. | ||
+ | |rank2=Practiced: You know the short version of your people's history. You can grasp kinship structure if your tribe follows a different standard. | ||
+ | |rank3=Competent: You've studied, you've listened. Religion, folklore, how to address the tribal council - you know something about everything. | ||
+ | |rank4=Expert: You are invited to speak at tribal councils and anthropology seminars. | ||
+ | |rank5=Master: Medicine men listen to your tales to see if they missed anything. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW3862 Tribebook: Uktena (Revised Edition) 64<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Umbrood Protocols== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | This Knowledge describes a character's familiarity with the etiquette of the Astral umbra. While only Dreamspeakers can freely use the Etiquette Skill with spirits, Umbrood Protocols takes a much different, more clinical appraoch. This Ability only works with Astral Umbrood and is a function of tried-and-true formulae for interaction, rather than conversance with the emotional states of Otherworldly beings. This is also the primary Ability used in forging pacts with such creatures. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Umbrood Protocols | ||
+ | |rank1=Student: You know enough to know that you shouldn't be summoning these creatures yet. | ||
+ | |rank2=College: You almost feel comfortable conversing with minor spirits. | ||
+ | |rank3=Masters: When dealing with the less esoteric natives of the High Umbra, you usually know when to be humble, forceful, polite or condescending. | ||
+ | |rank4=Doctorate: You have a good idea of how to deal with most Astral Umbrood. | ||
+ | |rank5=Scholar: All but the most bizarre Epiphlings or other truly alien intelligences are within the scope of your understanding. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4664 Tradition Book: Order of Hermes 65<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Vice== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | What's their pleasure? Whatever it is, you know where to find it, how to get it for a good price and who to ask for the best stuff. Drugs, hookers, clubs, gambling — you know the people, the places and the prices by name. Chances are, you're recognized in all the "right" circles, either as a good customer, as a soft touch, or as a hard-ass... all of which can be useful if you've got someone to impress. While the details are location-based (few New Yorkers know the prostitutes in Bangkok), you've got a good idea how and where to find thrills. Some things are universal. The Streetwise Talent helps you to recognize and avoid gangs, criminals and street people, as well as how to get your hands on guns, money and illicit good; but with Vice, you're a master of the deals that please. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Vice | ||
+ | |rank1=Novice: Mr. Bachelor Party. | ||
+ | |rank2=Competent: Concierge or taxi driver. | ||
+ | |rank3=Practiced: Vice cop. | ||
+ | |rank4=Expert: "Made man." | ||
+ | |rank5=Master: Vice overlord. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 164<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Virtual Space== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Turing’s sacrifice opened the way to a brand new realm; since then, everybody who can access it has been exploring it. A person with the Virtual Space Knowledge has explored more than most and can proudly point out the core rules of this new reality. | ||
+ | |||
+ | Knowledge of virtual space allows you to locate your position in this realm (relative to other sites) and uncover the “rules” to the realm you are in, and even in certain cases to access the “program” of that realm and modify it. In realspace, this skill is used when dealing with machines connected to virtual space, tracing phone numbers, navigating the Internet, or hacking into TV transmissions. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Virtual Space | ||
+ | |rank1=Novice: You know how to get in to virtual space (then again, so do most Sleepers). | ||
+ | |rank2=Practiced: You’re getting the hang of it and are even pretty good at getting to where you want to go. | ||
+ | |rank3=Competent: Need to know what makes a virtual world tick? No problem! Just give you a few minutes and you can figure out all the rules with ease. | ||
+ | |rank4=Expert: Virtual space is a walk in the park for you. It’s like you’ve got all the cheat codes right in your hand. | ||
+ | |rank5=Master: You’ve seen Turing’s work. He’s good but you’re going to be better. | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4660 Tradition Book: Virtual Adepts 61<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Web Culture== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | Like the "mortal" version of Culture, this Knowledge Trait clues you in to the various groups and protocols of Netspace. Without it, you're an obvious newbie with very little idea of where to go, how to act or who to ask for information. With it, you've experienced enough to know your way around. Mortals can purchase this KNowledge, although they think the communities they understand are simply elaborate chatrooms and MU*s. Naturally, this Ability won't protect you if you choose to act like a twit. Knowing Netiquette and practicing it are two different things. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title=Web Culture | ||
+ | |rank1=Student: Newbie | ||
+ | |rank2=College: Trendie | ||
+ | |rank3=Masters: Netizen | ||
+ | |rank4=Doctorate: Parallaxer | ||
+ | |rank5=Scholar: Elites | ||
+ | }} | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4016 Digital Web 2.0 99<br> | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Xenobiology== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | |||
+ | You've got some hands-on experience with alien life forms. Like Biology, this Knowledge allows you to identify, analyze and alter such life forms as necessary — a common ability among Void Engineers and Progenitors. | ||
+ | |||
+ | {{ :Template:StatChart | ||
+ | |title= | ||
+ | |rank1=Novice: You know the basic principles of your discipline. | ||
+ | |rank2=Competent: You understand the major theories and concepts. | ||
+ | |rank3=Practiced: You've devoted a fair amount of time and work to your science. | ||
+ | |rank4=Expert: You have an outstanding grasp of your specialty. | ||
+ | |rank5=Master: Few others can match your expertise or understanding of the discipline. | ||
+ | }} | ||
+ | |||
+ | '''Possessed by:'''<br> | ||
+ | Technocrats | ||
+ | |||
+ | '''References:'''<br> | ||
+ | WW4014 Guide to the Technocracy 162<br> | ||
+ | {{collapse bottom}} | ||
[[Category:Stats]] | [[Category:Stats]] |
Latest revision as of 20:43, 13 November 2024
Reference Lists | |||
---|---|---|---|
Abilities | ||
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Frequently Asked Questions
Here are some topics that are routinely brought up. If you question is not answered here, please open a +request.
IMPORTANT NOTE: Some abilities listed are restricted. If you are unsure if your PC is eligible for it, ask staff.
What's the number scale for abilities?
Most dice pools consist of an attribute (also 0 to 5) plus an ability. For instance, in a foot race, Alice (Dexterity 4 Athletics 1 = total 5) and Bob (Dexterity 2 Athletics 3 = total 5) will be about even, but Charlie (Dexterity 4 Athletics 3 = total 7) will probably beat them both.
Lack of ability
What if I need to roll an ability that I don't have?
- Treat the ability as zero.
- Talents: No difficulty penalty. (VtM 120 et al)
- Skills: +1 difficulty. (VtM 123 et al)
- Knowledge: Auto-fail unless the ST decides otherwise. (VtM 126 et al)
- This includes supernatural powers using the ability in a dice pool, unless the power says otherwise.
- Exception: For supernatural perception (e.g. Awareness, Kenning), if you don't have it, then you auto-fail.
What are secondary abilities?
- More specialized than primary abilities.
- Typical base difficulty for all rolls is 6.
- If a roll is stated in terms of a primary ability, then a relevant secondary ability can be substituted at -1 difficulty.
- If a roll is stated in terms of a secondary ability, then a relevant primary ability can be substituted at +1 difficulty.
- If a substitution is explicitly mentioned, then it's reiterating these clauses, not stacking with them.
- Substitutions should be evaluated on a conceptual basis. There is some overlap. There is no centralized list of "the one and only primary ability that includes each secondary ability".
- Substitutions for supernatural powers (with an ability in the dice pool) is not automatically allowed, in either direction, however the ST may choose to allow it.
- During character generation, a dot in a secondary ability costs half as much as a dot in a primary ability.
- You can spend one of your baseline points on two dots in secondaries instead of one dot in primaries.
- You can buy additional secondary dots for 1 freebie each.
- Your baseline still can't raise secondaries above 3 (that requires freebies).
- After character generation, buying/raising a secondary ability costs the same amount of XP as a primary at the same level.
- This is loosely based on Players Guide to Garou page 177 (but the chargen costs are higher).
Specialties
Some sphere books speak about having to take a specialty with dot 1 in an ability (i.e.: Crafts, Science, etc), and then rebuying that ability from dot 1 again for a different type therein. We do not practice that on City of Hope. Please review out Specialties wiki page and House Rules for more of how we deal with specialties since we consolidated the rules as not all spheres handled it the same.
ListStats
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
|
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
|
|
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 SecretsNOT ALLOWED 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
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
|