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Revision as of 18:16, 31 December 2021
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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).
ListStats
AlertnessAthletics
Awareness
Brawl
Do
Dodge
Empathy
Expression
Intimidation
Kenning
Leadership
Primal Urge
Shentao
Streetwise
Subterfuge
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Acting Artistic Expression Biorhythms Blatancy Carousing Diplomacy Dreamcraft (talent) Fast Draw Flight Fortune-telling Grace Guile Haggling Helldiving Homiletics Instruction Interrogation Intrigue Intuition Juggling Lucid Dreaming Malkavian Time Masquerade Might Mimicry Negotiation Newspeak Panhandling Persuasion Poetic Expression Public Speaking Scan Scrounging Search Seduction Sense Deception Style Swimming Throwing Ventriloquism
Animal Ken
Crafts
Drive
Etiquette
Firearms
Iskakku
Kailindo
Martial Arts (hard Style)Martial Arts (soft Style)
Melee
Performance
Security
Stealth
Survival
Technology
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Secondary Skills
Acrobatics Animal Training Archery Artillery Biotech Blacksmith Blind Fighting Blowgun Boat Handling Body Crafting Brewing Bribery Brood Kenning Calligraphy Camouflage Carpentry Climbing Cooking Dancing Debate Demolitions Disguise Divination (skill) Elusion Energy Weapons Escapology Falconry Fast-talk Fire Dancing First Aid Fishing Forgery Gambling Game Playing Gunsmithing Heavy Weapons Helmsman Herbalism High Ritual Hunting Hypertech Hypnotism Indoctrination Jetpack Jeweler Journalism Jury-rig Klaive Dueling Larceny Leatherworking Lip Reading Lockpicking Maieusis Mechanic Meditation Microgravity Operations Mining Misdirection Mnesis Emulation Music Networking Origami Parachuting Photography Pickpocket Pilot Police Procedure Portents Pottery Psychoanalysis Repair Research Ride Scuba Singing Skiing Sleight Of Hand Soulforging Soulshaping Speed Reading Storytelling Temporal Sense Torture Tracking Traps Vamp Webworking
Academics
Bureaucracy
Computer
Cosmology
Enigmas
Finance
Gremayre
Investigation
Law
Linguistics
Lores
Medicine
Occult
Politics
Rituals
Science
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Secondary Knowledges
Accounting Alchemy Animal Speech (knowledge) Anthropology Archaeology Architecture Area Knowledge Art History Astrology Astronomy Biology Biopsychology Body Control Botany Chemistry Chimerical Alchemy Church History City Secrets Classics Computer Hacking Computer Programming Conspiracy Theory Construct Politics Covert Culture Criminology Cryptography Culture Cybernetics Dream Lore Ecology Economics Electronics Engineering Enochian Ethnology Fine Arts Forensics Forensic Pathology Garou Astrology Gematria Genetics Geology Heraldry History Hypermathematics Koldunism Law Enforcement Literature Logic Mathematics Media Memories Metallurgy Metaphysics Meteorology Military Science Mythology Naturalist Navigation Numerology Paleography Paraphysics Parapsychology Pharmacopoeia Philosophy Phlogeny Physics Power-brokering Propaganda Psychodynamics Psychology Religious Rites Religious Scriptures Sacred Geometry Sacred Scriptures Saurimancy Sociobiology Strategy Subdimensions Taxidermy Terrorism Thanatology Theology The Art Of Memory Toxicology Tribal Lore Umbrood Protocols Vice Virtual Space Web Culture Xenobiology