Difference between revisions of "Abilities"
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imported>Tyrnis (→Primary talents: Adding Talent Descriptions) |
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==Primary talents== | ==Primary talents== | ||
− | + | * '''Alertness:''' This talent indicates your character's awareness of the world around her. She is practiced in keeping one ear to the wind and one eye to the sky, even when distracted with other things. Alertness is a measure of how well your character picks up on subtle details and changes in her environment. | |
− | + | ||
− | + | * '''Athletics:''' Climbing rocky cliffs, leaping chasms or playing brilliant games of badminton are all Athletics-based feats. This ability describes your character's general athletic prowess in both team and individual sports. It assumes a familiarity with the rules and play of the sport in question. | |
− | + | ||
− | + | * '''Awareness:''' | |
+ | |||
+ | * '''Brawl:''' Brawling is the ability to fight without a weapon, including basic hand-to-hand maneuvers such as punching, kicking, grappling, throwing, scratching and biting. Brawling can get quite ruthless and sometimes inflicts serious damage if done properly. For purposes of roleplay, a character should gain a specialty when she reaches the expert level in brawl. | ||
+ | |||
+ | * '''Dodge:''' Whether your character dives for cover, ducks a punch or sidesteps an arrow, he knows the best way to avoid injury is not getting hit. Dodge simply describes your character's ability to get out of the way of any oncoming attacks. | ||
+ | |||
+ | * '''Empathy:''' Empathy is the ability to pinpoint what others are feeling. Through awareness of their facial expressions, body language and tone, your character gains a sense of the other person's general attitude, including her emotional state and her motives. With high levels of this trait, your character can sometimes tell whether someone is lying or not. Successful use of this talent prior to attempting to persuade, intimidate or use subterfuge on the same person reduces the difficulty number on the second action by one; failure increases the difficulty number by one. | ||
+ | |||
+ | * '''Expression:''' | ||
+ | |||
+ | * '''Intimidation:''' The art of intimidation takes many forms from subtle threats to outright physical harm. Choice of method depends on the time, the place and those involved. Characters with this talent know how to get what they want from others when they want it. | ||
+ | |||
+ | * '''Kenning:''' Kenning is the faerie sight, the ability to sense Glamour in whatever form it takes, be it a chimera, a changeling, or a freehold. Among other things, this talent allows a changeling to recognize a changeling who has slipped into the Mists or who has yet to achieve Chrysalis, sense the relative power of a chimera, and locate freeholds and trods. | ||
+ | |||
+ | * '''Leadership:''' | ||
+ | |||
+ | * '''Primal Urge:''' | ||
+ | |||
+ | * '''Streetwise:''' The streets can be a major source of information, aid and money, but their culture and rules of conduct are as complex as the noble courts. The streetwise talent indicates how versed your character is with the local rumor mill, street slang and street etiquette. It represents her savvy when among the less desirable elements of society, and determines not only how well she can survive but thrive and fit in among them. | ||
+ | |||
+ | * '''Subterfuge:''' This trait determines your character's ability to conceal his motives and feelings. Moreover, it allows him to decipher the motives of others and use their own plans against them. Subterfuge is the fine art of lying, deceit and underhanded manipulation. Characters skilled in this talent know how to call upon their best theatrics to influence situations and divert the blame without others realizing they've been manipulated. | ||
==Secondary Talents== | ==Secondary Talents== |
Revision as of 20:00, 13 November 2016
Contents
Primary talents
- Alertness: This talent indicates your character's awareness of the world around her. She is practiced in keeping one ear to the wind and one eye to the sky, even when distracted with other things. Alertness is a measure of how well your character picks up on subtle details and changes in her environment.
- Athletics: Climbing rocky cliffs, leaping chasms or playing brilliant games of badminton are all Athletics-based feats. This ability describes your character's general athletic prowess in both team and individual sports. It assumes a familiarity with the rules and play of the sport in question.
- Awareness:
- Brawl: Brawling is the ability to fight without a weapon, including basic hand-to-hand maneuvers such as punching, kicking, grappling, throwing, scratching and biting. Brawling can get quite ruthless and sometimes inflicts serious damage if done properly. For purposes of roleplay, a character should gain a specialty when she reaches the expert level in brawl.
- Dodge: Whether your character dives for cover, ducks a punch or sidesteps an arrow, he knows the best way to avoid injury is not getting hit. Dodge simply describes your character's ability to get out of the way of any oncoming attacks.
- Empathy: Empathy is the ability to pinpoint what others are feeling. Through awareness of their facial expressions, body language and tone, your character gains a sense of the other person's general attitude, including her emotional state and her motives. With high levels of this trait, your character can sometimes tell whether someone is lying or not. Successful use of this talent prior to attempting to persuade, intimidate or use subterfuge on the same person reduces the difficulty number on the second action by one; failure increases the difficulty number by one.
- Expression:
- Intimidation: The art of intimidation takes many forms from subtle threats to outright physical harm. Choice of method depends on the time, the place and those involved. Characters with this talent know how to get what they want from others when they want it.
- Kenning: Kenning is the faerie sight, the ability to sense Glamour in whatever form it takes, be it a chimera, a changeling, or a freehold. Among other things, this talent allows a changeling to recognize a changeling who has slipped into the Mists or who has yet to achieve Chrysalis, sense the relative power of a chimera, and locate freeholds and trods.
- Leadership:
- Primal Urge:
- Streetwise: The streets can be a major source of information, aid and money, but their culture and rules of conduct are as complex as the noble courts. The streetwise talent indicates how versed your character is with the local rumor mill, street slang and street etiquette. It represents her savvy when among the less desirable elements of society, and determines not only how well she can survive but thrive and fit in among them.
- Subterfuge: This trait determines your character's ability to conceal his motives and feelings. Moreover, it allows him to decipher the motives of others and use their own plans against them. Subterfuge is the fine art of lying, deceit and underhanded manipulation. Characters skilled in this talent know how to call upon their best theatrics to influence situations and divert the blame without others realizing they've been manipulated.
Secondary Talents
Acting Artistic Expression Biorhythms Carousing Diplomacy Flight Fortune-telling Guile Haggling Homiletics Instruction Interrogation Intrigue Intuition Juggling Lucid Dreaming Malkavian Time Masquerade Mimicry Negotiation Newspeak Panhandling Persuasion Poetic Expression Public Speaking Scan Scrounging Search Seduction Sense Deception Style Swimming Throwing Ventriloquism
Primary Skills
Animal Ken Crafts Drive Etiquette Firearms Melee Performance Security Stealth Survival Technology
Secondary Skills
Acrobatics Animal Training Archery Artillery Biotech Blacksmith Blind Fighting Boat Handling Body Crafting Brewing Bribery Brood Kenning Calligraphy Camouflage Carpentry Climbing Cooking Dancing Debate Demolitions Disguise 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 Jetpack Jeweler Journalism Jury-rig 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 Soulshaping Speed Reading Storytelling Temporal Sense Torture Tracking Traps Vamp
Primary Knowledges
Academics Bureaucracy Computer Cosmology Enigmas Finance Gremayre Investigation Law Linguistics Lore Bygone Lore Changeling Lore Demon Lore Fera Lore Garou Lore Kuei-jin Lore Mage Lore Sewer Lore Sorcerer-psychic Lore Spirit Lore Vampire Lore Wraith Lore Wyrm Medicine Occult Politics Research (demon) Rituals Science
Secondary Knowledges
Accounting Alchemy Anthropology Archaeology Architecture Area Knowledge Art History Astrology Astronomy Biology Biopsychology Botany Chemistry Chimerical Alchemy Church History City Secrets Computer Hacking Computer Programming Conspiracy Theory Construct Politics Covert Culture Criminology Cryptology Culture Cybernetics Ecology Economics Electronics Engineering Enochian Ethnology Fine Arts Forensics Forensic Pathology Gematria Genetics Geology Heraldry History Hypermathematics Law Enforcement Literature Logic Mathematics Media Metallurgy Metaphysics Meteorology Military Science Mythology Naturalist Numerology Paleography Paraphysics Parapsychology Pharmacopoeia Philosophy Phlogeny Physics Poisons Power-brokering Propaganda Psychodynamics Psychology Rd Data Religion Religious Rites Religious Scriptures Sacred Geometry Sacred Scriptures Saurimancy Sociobiology Subdimensions Terrorism Theology Toxicology Tribal Lore Umbrood Protocols Vice Virtual Space Xenobiology