Abilities

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Abilities


Frequently Asked Questions

Here are some topics that are routinely brought up. If you question is not answered here, please open a +request.

IMPORTANT NOTE: Some abilities listed are restricted. If you are unsure if your PC is eligible for it, ask staff.

What's the number scale for abilities?

Abilities
Dot-filled.png Novice. For academic subjects, think 'high school' (and you actually remember it).
Dot-filled.pngDot-filled.png Practiced. Think 'bachelor's degree'.
Dot-filled.pngDot-filled.pngDot-filled.png Competent. Think 'master's degree'. You could probably build a decent career around this if you wanted.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert. Think 'doctorate'.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master. Only a handful of mortals in the entire world reach this level.

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

Primary Talents

Details

Alertness

Details

This talent indicates your character's (small-a) 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. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).

Accounting
Dot-filled.png Novice: You're no mindless drone.
Dot-filled.pngDot-filled.png Practiced: Habitual eavesdropper.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You keep a sharp eye on your surroundings.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Whether from paranoia or good sense you are rarely caught off guard.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your senses are on par with those of a wild animal.


References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 106
WW92051 Wraith: the Oblivion (20th Anniversary) 132
WW92041 Changeling: the Dreaming (20th Anniversary) 162
WW8200 Demon: The Fallen 140

Athletics

Details

Athletics is aptitude for physical exertion, be it during relatively formal sports or simply in the course of active life. 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. Athletic feats that are directly related to combat are covered by Brawl, Dodge, Melee, and the other combat abilities, except in the case of thrown weapons. These require Athletics.

Athletics
Dot-filled.png Novice: You lead a moderately active existence.
Dot-filled.pngDot-filled.png Practiced: You can compete effectively in local sporting competitions.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can support yourself, at least in large measure, with the prizes you win in challenges of physical excellence.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Stories of your prowess circulate widely.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your reputation precedes you, and would-be rivals feel awe at your ability.


References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 106
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW92041 Changeling: the Dreaming (20th Anniversary) 162
WW8200 Demon: The Fallen 141

Awareness

Details

Similar to Alertness, but for supernatural things not obvious to normal senses. See House Rules/Awareness.

Awareness
Dot-filled.png Novice:You pick up strange vibes from certain places and people sometimes.
Dot-filled.pngDot-filled.png Practiced:You know the supernatural when you see it or come in close contact with it.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can sense the flow of hidden forces through the world, peering behind the veil of mundane life.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You pick up on subtle and hidden supernatural forces all around you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master:You can sense a supernatural influence anywhere nearby, and you sometimes pick up on more distant forces, if they’re strong enough.


References:
WW4600 Mage: The Ascension (Revised) 106
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW8200 Demon: The Fallen 141

Brawl

Details

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.

Brawl
Dot-filled.png Novice: You don't immediately fold in the face of a fight.
Dot-filled.pngDot-filled.png Practiced: You've had your share of tussels with neighbors and other local brawlers.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You fight with confidence and competence, and you can count on winning or at least coming through a fight and remaining standing.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can take on most opponents and expect to win.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You do as much with your fists as many soldiers and knights do with their weapons.

References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 107
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW92041 Changeling: the Dreaming (20th Anniversary) 162
WW8200 Demon: The Fallen 141

Do

Details

The Do skill represents a character’s all-around dedication to Akashic training methods, with an emphasis on the Dharmamukti, or unarmed combat arts. Do is the “secret art” whose many names are whispered of in martial arts legends, the progenitor of more modern forms and the most efficient, effective style of unarmed combat in existence. As a vital part of the Akashic paradigm, it serves as the focus for much of the Brotherhood’s magic. So much so that the magical and mundane aspects of the art are considered inseparable.

Other Abilities must be purchased to learn it, and it is restricted to Akashic Brothers and very close allies. For more information, see WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 61 and Advanced Combat

Do
Dot-filled.png Novice: Sometimes, the right movements come naturally, but usually you just respond by reflex.
Dot-filled.pngDot-filled.png Practiced: Your mind and body work efficiently together, but remain separated by a lack of understanding.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can call yourself a Tao-shih without your master raising an eyebrow in amusement.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Reflex and perception are one. Junior Akashics call you Sihing.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You never plan your movements in advance, or use a particular technique. You are movement and technique, and your actions flow with the Wheel.

Possessed by:
Akashic Brothers

References:
WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 58
WW4657 Tradition Book Akashic Brotherhood (Revised Edition) 61

Dodge

Details

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.

Dodge is the ability to get out of harm's way, whether in combat or in the face of other sorts of danger. It encompasses the use of cover and agile maneuvering, and it comes from the systematic training of a knight or the tough-and-ready experience and instincts of a thief or brawler. Dodges plays a crucial role in survival of any character who fights often, greatly increasing his chances of escaping damage.

Dodge
Dot-filled.png Novice: You reflexively avoid most minor sources of injury and show a measure of grace in your movements.
Dot-filled.pngDot-filled.png Practiced: You're hard to hurt unless someone or something catches you by surprise.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: It takes serious effort for an opponent to hit you, you get out of the way of most thrown objects as well as immediate dangers.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Only skilled warriors can expect to hurt you very much.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Wherever a threat is, you're almost inevitable somewhere else.


References:
WW2300 Vampire The Masquerade (Revised Edition) 120
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW8200 Demon: The Fallen 142

Empathy

Details

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.

Empathy
Dot-filled.png Novice: You seem sympathetic to people with whom you share something in common.
Dot-filled.pngDot-filled.png Practiced: You share others' joys and sorrows, even when you haven't made any particular effort at it.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You display keen insights into others' souls and enjoy a measure of respect or fear depending on how you use your wisdom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Few people can deceive you. Enemies mutter that you deal with dark powers, and friends believe that God has given you special perception.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Nothing human is mysterious to you.


References:
WW2300 Vampire The Masquerade (Revised Edition) 121
WW3801 Werewolf The Apocalypse (Revised Edition) 111
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 133
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 141

Expression

Details

Expression is the art of getting your point across, no matter what the medium. Expression covers the creation and delivery of speeches, poetry, and other writing.

Expression
Dot-filled.png Novice: Your talent has matured past crude poetry on notebook paper.
Dot-filled.pngDot-filled.png Practiced: You could lead a college debate team.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could be a successful writer.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your work is Pulitzer material.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A visionary as yourself comes along only once in every generation.


References:
WW2300 Vampire The Masquerade (Revised Edition) 121
WW3801 Werewolf The Apocalypse (Revised Edition) 112
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 142

Intimidation

Details

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.

Intimidation
Dot-filled.png Novice: Crude teenage bully
Dot-filled.pngDot-filled.png Practiced: Mugger
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Drill sergeant
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your air of authority cows casual passersby.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can frighten off vicious animals.

References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 112
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 142

Kenning

Details

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. This insight is usually an impression. Gremayre is required to know specifics about what the changeling senses.

Kenning
Dot-filled.png Novice: Glamour tickles your senses.
Dot-filled.pngDot-filled.png Practiced: You get impressions from locations that house freeholds.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can recognize an Undone changeling.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Even the faintest traces of Glamour are clear to you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The world of the supernatural is laid bare before you.

Possessed by:
Changelings

References:
WW92041 Changeling: the Dreaming (20th Anniversary) 163

Leadership

Details

You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people's desires than it does with presenting yourself as the sort of person they want to follow. This Talent is usually paired with Charisma rather than Manipulation.

Leadership
Dot-filled.png Novice: Captain of your Little League team
Dot-filled.pngDot-filled.png Practiced: Student body president
Dot-filled.pngDot-filled.pngDot-filled.png Competent: An effective CEO
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Presidential material
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could be the lord and master of a nation.


References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 108
WW92051 Wraith: the Oblivion (20th Anniversary) 136
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 143

Primal Urge

Details

This talent describes not only the bestial nature inside every shifter (or animal, for that matter), but also the level of gut feelings the character has in nonhuman forms. Characters with high Primal Urge can more easily rely on animal instincts for guidance and find it easier to transform into their non-human shapes. Moreover, werewolves with strong Primal-Urge find it easier to assume their various forms or take on partial transformations.

Primal Urge
Dot-filled.png Novice: Captain of your Little League team
Dot-filled.pngDot-filled.png Practiced: Student body president
Dot-filled.pngDot-filled.pngDot-filled.png Competent: An effective CEO
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Presidential material
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could be the lord and master of a nation.

Possessed by:
Shifters

References:
WW3801 Werewolf The Apocalypse (Revised Edition) 113

Shentao

Details

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 drago 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).

Shentao
Dot-filled.png Novice: You know if you're sleeping on a dragon nest, or if you just slept with a shen.
Dot-filled.pngDot-filled.png Practiced: You can locate dragon nests with ease. You always find True Jade.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can spot hsien, if given enough time. Sometimes you can determine the presence of other shen. You often find yourself traveling along dragon lines quite naturally.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can spot hsien unerringly. You can spot other shen if given enough time. Sometimes you can spot Western supernaturals as well.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your gaze eventually reveals almost every supernatural item, place or being.

Possessed by:
Hsien

References:
WW7308 Land of Eight Million Dreams 88

Streetwise

Details

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.

Streetwise
Dot-filled.png Novice: You know which neighborhoods to avoid.
Dot-filled.pngDot-filled.png Practiced: You're accorded respect on the street.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could head your own gang.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have little to fear in even the worst neighborhoods.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: If you haven't heard it, it hasn't been said.


References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 113
WW4600 Mage: The Ascension (Revised) 109
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 163
WW8200 Demon: The Fallen 144

Subterfuge

Details

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.

Subterfuge
Dot-filled.png Novice: You tell the occasional little white lie.
Dot-filled.pngDot-filled.png Practiced: Vampire
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Criminal lawyer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Deep-cover agent or CIA.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're the very last person anyone would suspect.


References:
WW2300 Vampire The Masquerade (Revised Edition) 122
WW3801 Werewolf The Apocalypse (Revised Edition) 113
WW4600 Mage: The Ascension (Revised) 109
WW92051 Wraith: the Oblivion (20th Anniversary) 134
WW92041 Changeling: the Dreaming (20th Anniversary) 164
WW8200 Demon: The Fallen 144

Secondary Talents

 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         


Primary Skills

Details

Animal Ken

Details

You have the capability to understand an animal's behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.

Animal Ken
Dot-filled.png Novice: You can get a domesticated horse to let you pet it.
Dot-filled.pngDot-filled.png Practiced: You can housebreak a puppy.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could train a seeing-eye dog.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Circus animal trainer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can tame wild beasts without benefit of supernatural powers.


References:
WW2300 Vampire The Masquerade (Revised Edition) 123
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW8200 Demon: The Fallen 144
WW92041 Changeling: the Dreaming (20th Anniversary) 165

Crafts

Details

This skill imparts a knowledge of artisan techniques in such fields as woodworking, leatherwork, glassblowing, or gem cutting. With crafts, your character can create lasting pieces of art and functional objects from various materials. The quality of these products depends on the number of successes achieved on the roll.

Crafts
Dot-filled.png Novice: High-school wood shop
Dot-filled.pngDot-filled.png Practiced: You're starting to develop your own style.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a living at your work.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your work is featured in college-level textbooks for your field.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your artistry is virtually without peer.


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW4600 Mage: The Ascension (Revised) 109
WW8200 Demon: The Fallen 144
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 135

Drive

Details

The drive skill represents your character's ability to operate motor vehicles, though it does not mean that she is familiar with all land vehicles. The storyteller may raise or lower difficulty numbers based on your character's experience with that particular type of vehicle. It also implies that your character has earned a driver's license, although this need not necessarily be the case. At higher levels, you can attempt to avoid someone who's tailing you ( if you know they're there ), and it allows you to attempt some stunts.

You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn't prepare you for controlling a Lotus at 100 miles per hour.

Drive
Dot-filled.png Novice: You know how to work an automatic transmission.
Dot-filled.pngDot-filled.png Practiced: You can drive a stick shift or a motorcycle.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional trucker.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: NASCAR, daredevil or tank pilot.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can make a Yugo do tricks out of a James Bond movie.


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW4600 Mage: The Ascension (Revised) 110
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 135

Etiquette

Details

You understand the nuances of proper behavior, in both mortal society and Kindred culture. Your specialty is the culture with which you are most familiar. This Skill is used during haggling, seduction, dancing, dinner etiquette and all forms of diplomacy.

Etiquette
Dot-filled.png Novice: You know when to keep your mouth shut.
Dot-filled.pngDot-filled.png Practiced: You've been to a black-tie event or two.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know your way around even obscure silverware.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Her Majesty would consider you charming.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 110
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 135

Firearms

Details

Skill in firearms means that you have a broad knowledge of all guns, from a simple .22 to an Ingram Mac-10 submachine gun. It does not include the ability to operate heavy artillery. Firearms includes the ability to care for and repair guns. This Skill is also used to unjam guns (Wits + Firearms).

Firearms
Dot-filled.png Novice: You have fired a gun before.
Dot-filled.pngDot-filled.png Practiced: You have recieved profesional training with firearms.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are skilled and have survived several firefights.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Professional Sniper or Assassin.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are among the most elite in firearms, Top Five in the World.


References:
WW2300 Vampire The Masquerade (Revised Edition) 124
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 111
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 165
WW92051 Wraith: the Oblivion (20th Anniversary) 136

Iskakku

Details

AKA: The Way of the Staff. The quarter staff (or bo) is the focus of this style of combat. Developed by the Children of Gaia, it has no sharp edges or points, thus relies on the fundamental techniques for all major weapons. With a lack of deadly force, it is the perfect weapon for the Children of Gaia, as it focuses on immobilization and disabling of opponents. Both Garou and Kin are practioners of this art.

Unlike Stargazers who do not share their art of Kailindo outside their tribe, the Children of Gaia will teach Iskakku to other shifters. For more details and manuevers, see Advanced Combat.

Iskakku
Dot-filled.png Novice: You can use a staff to attack or defend.
Dot-filled.pngDot-filled.png Practiced: You know the basics of disabling your opponents.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are a flurry of blows and blocks.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Shwolin monks stand up and take notice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're almost more dangerous in Homid with a staff than in Crinos with your teeth and claws.


Possessed by:
Shifters and kinfolk of any tribe.

References:
WW3853 Tribebook: Children of Gaia (Revised Edition) 81

Kailindo

Details

A martial arts style exclusive to Stargazer Garou. It was developed to take advantage of the unique abilities of shapeshifters. Teachers are hard to come by and greatly treasured by their adopted septs. You must possess this Skill to try Kailindo maneuvers; Brawl does not cover Kailindo.

Mentor background must be greater than or equal to the level of Kailindo being purchased.

For more details and manuevers, see Advanced Combat.

Kailindo
Dot-filled.png Novice: You've taken a few lessons.
Dot-filled.pngDot-filled.png Practiced: You know what you're doing in practice sessions.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You generally win sparring matches; you're confident in battle.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You understand both the theory and practice intimately.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are Kailindo.

Possessed by:
Stargazer Garou


References:
WW3806 Players Guide to Garou 181
WW3806 Players Guide to Garou 220

Martial Arts (hard Style)

Martial Arts (soft Style)

Details

Many Kuei-jin have matstered one or more forms of Martial Arts, either from their living days or through study with an undead master. The Martial Arts Skill replaces, the Talent Brawl. An aspiring martial artist must choose between a hard style and a soft style.

Soft styles include jujutsu, shuai-chiao, tai chi chuan, and aikido.

Hard styles include karate, Shaolinkung fu, tae kwon do, and wushu.

For game purposes, there is no difference between the various styles, but players are encouraged to choose one for purposes of characterization.

House rules:

  • Martial Arts costs the same as a normal primary ability, but you must have Brawl at an equal/higher level first.
  • Hard style and soft style are two separate abilities. You may learn both.
  • Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each.
  • Cannot be used during frenzy (Kuei-jin: fire soul), Rotschreck (Kuei-jin: wave soul), or equivalent supernatural states.

For each dot in Martial Arts after the first, you may pick a maneuver. See Advanced Combat for the maneuver lists for both styles and additional details.


Martial Arts (hard & soft Styles)
Dot-filled.png You are learning!
Dot-filled.pngDot-filled.png One maneuver
Dot-filled.pngDot-filled.pngDot-filled.png Two total maneuvers
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Three total maneuvers
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Four total maneuvers


References:
WW2900 Kindred of the East 140
WW2901 Kindred of the East Companion 118

Melee

Details

Melee is the broad term for all sorts of combat that involves hand-to-hand weapons. The definition of a hand-to-hand weapon is a loose one, as it includes knives, swords, broken bottles, chains, saps, and just about anything else that can be used to inflict damage on another.

Melee
Dot-filled.png Novice: You know the right way to hold a knife.
Dot-filled.pngDot-filled.png Practiced: You may have been in the occasional streetfight.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a college fencing team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could keep order in the prince's court.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your enemies would rather face a SWAT team than your blade.


References:
WW2300 Vampire The Masquerade (Revised Edition) 125
WW3801 Werewolf The Apocalypse (Revised Edition) 115
WW4600 Mage: The Ascension (Revised) 111
WW8200 Demon: The Fallen 146
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 136

Performance

Details

The performance skill covers a broad range of artistic expression from acting to storytelling. It assumes that your character has the basic knowledge necessary and a certain talent in the field she has chosen. As well as defining your character's expertise and creative talent, this skill also represents her ability to captivate an audience and her stage presence, two relatively nebulous qualities. It assumes that some knowledge about the technical side of the society of your character's chosen field.

Dot-filled.png Novice: You could sing in the church choir.
Dot-filled.pngDot-filled.png Practiced: You could get a leading part in a college production.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You're in demand at the local clubs.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have the talent to be a national sensation.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are a virtuoso without peer.


References:
WW2300 Vampire The Masquerade (Revised Edition) 125
WW3801 Werewolf The Apocalypse (Revised Edition) 116
WW4600 Mage: The Ascension (Revised) 112
WW8200 Demon: The Fallen 147
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Security

Details

With the security skill, your character has a proficiency with the tools and techniques for lock-picking, hot-wiring cars, designing and deactivating burglar alarms, and opening safes. It can be used to conduct criminal activities or, on the other side of the coin, to prevent and investigate breeches of security. The more dots your character has in this skill, the more sophisticated the systems with which she is familiar.

Dot-filled.png Novice: You can pick a simple lock.
Dot-filled.pngDot-filled.png Practiced: You can hot-wire a car.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can bypass or disable house alarms.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can crack a safe.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could get a bomb out of - or into - the Pentagon.


References:
WW2300 Vampire The Masquerade (Revised Edition) 125
WW4014 Guide to the Technocracy 151
WW8200 Demon: The Fallen 147

Stealth

Details

This Skill is the ability to avoid being detected, whether you're hiding or moving at the time. Stealth is often tested against someone else's Perception. This Ability is, for obvious reasons, highly useful in stalking prey.

Dot-filled.png Novice: You can hide in a darkened room.
Dot-filled.pngDot-filled.png Practiced: You can shadow someone from streetlight to streetlight.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You have little difficulty finding prey from evening to evening
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can move quietly over dry leaves.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Nosferatu elder


References:
WW2300 Vampire The Masquerade (Revised Edition) 126
WW3801 Werewolf The Apocalypse (Revised Edition) 116
WW4600 Mage: The Ascension (Revised) 112
WW8200 Demon: The Fallen 147
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Survival

Details

This skill describes your character's proficiency at surviving in an unfamiliar or dangerous environments. Inherent in it are the abilities to find shelter, scavenge or hunt food, and protect oneself from native predators and threats. It also encompasses tracing and finding safe passage through the area.

Stealth rolls in wilderness cannot included more dice from Stealth than the character has dots in survival.

Dot-filled.png Novice: You can cope with the routine changes of whatever sort of wilderness was closest to your home.
Dot-filled.pngDot-filled.png Practiced: You won't starve in most enviroments, though it won't be comfortable until you get to the next settlement.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can get yourself and others to safety in most circumstances, and you can make an effective living off the fruits of hunting, trapping and the like.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can blaze new paths through unbroken wilderness and cope with almost any challenge that the natural world can throw at you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The dark powers of the night (and day) in the lands beyond civilization hold no terror for you.


References:
WW2300 Vampire The Masquerade (Revised Edition) 126
WW3801 Werewolf The Apocalypse (Revised Edition) 117
WW4600 Mage: The Ascension (Revised) 112
WW8200 Demon: The Fallen 148
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Technology

Details

This Skill covers understanding, operating, repairing, and even building or upgrading electronic devices. Purely mechanical devices fall under the Crafts Skill, while computer hardware and software falls under the Computers Knowledge. Characters without this Skill may know how to operate various common devices, but they don’t necessarily know how they work or how to fix them.

Technology
Dot-filled.png Novice: You can re-wire a lamp and do some common household repairs.
Dot-filled.pngDot-filled.png Practiced: You can do some basic electrical work or build a crystal radio set.
Dot-filled.pngDot-filled.pngDot-filled.png Competent:You’re a skilled electrical engineer (with or without the college degree), able to design and build various devices.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can alter and upgrade existing electronic equipment.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master:You’re ahead of your time when it comes to designing and building new technology.


References:
WW4600 Mage: The Ascension (Revised) 113
WW8200 Demon: The Fallen 148
WW92041 Changeling: the Dreaming (20th Anniversary) 168

Secondary Skills

 Acrobatics               Animal Training          Archery
 Artillery                Biotech                  Blacksmith
 Blind Fighting           Blowgun                  Boat Handling
 Body Crafting            Brewing                  Bribery
 Brood Kenning            Calligraphy              Camouflage
 Carpentry                Climbing                 Cooking
 Dancing                  Debate                   Demolitions
 Disguise                 Divination (skill)       Elusion
 Energy Weapons           Escapology               Falconry
 Fast-talk                Fire Dancing             First Aid
 Fishing                  Forgery                  Gambling
 Game Playing             Gunsmithing              Heavy Weapons
 Helmsman                 Herbalism                High Ritual
 Hunting                  Hypertech                Hypnotism
 Indoctrination           Jetpack                  Jeweler
 Journalism               Jury-rig                 Klaive Dueling
 Larceny                  Leatherworking           Lip Reading
 Lockpicking              Maieusis                 Mechanic
 Meditation               Microgravity Operations  Mining
 Misdirection             Mnesis Emulation         Music
 Networking               Origami                  Parachuting
 Photography              Pickpocket               Pilot
 Police Procedure         Portents                 Pottery
 Psychoanalysis           Repair                   Research
 Ride                     Scuba                    Singing
 Skiing                   Sleight Of Hand          Soulforging
 Soulshaping              Speed Reading            Storytelling
 Temporal Sense           Torture                  Tracking
 Traps                    Vamp                     Webworking

Primary Knowledges

  • Academics:
  • Bureaucracy:
  • Computer: Your character understands how to operate and possibly even program a computer. At higher levels, this may also include knowledge of designing and building a system, as well as complicated hacking. Any attempted use of a computer requires that the character have this knowledge.
  • Cosmology:
  • Enigmas: This knowledge represents a knack for piecing together and remembering information vital to many kinds of problem solving. It assists your character in solving the mysteries created by the storyteller. It is essential for divining secret pathways, understanding esoteric knowledge and answering the riddles of mystical guardians.
  • Finance:
  • Gremayre: This knowledge represents the character's understanding of faerie magic and lore. It can be used when creating oaths or working enchantments, or even to create new Arts. Gremayre gives a character essential comprehension into the in depth workings of all things relating to the Dreaming.
  • Investigation: Whether your character is tracking down a lost relative or investigating a crime scene, this knowledge allows her to recognize potential clues and know the procedure for procuring information and records. It provides the ability to procure evidence, perform forensic analysis and predict crime patterns.
  • Law: This trait deals with knowledge of legal rights, jurisprudence and jargon. A high level in law does not necessarily mean that the character is certified to practice law. Many criminals and lay people have learned about the judicial system through self study or personal experience.
  • Linguistics: Languages supplemental to your character's native language must be purchased through this knowledge. Each level of linguistics allows your character to speak another language fluently. It also gives the character an understanding of general linguistics and the structure of the language. With this ability, your character can attempt to identify accents or read lips.
  • Lore Bygone:
  • Lore Changeling:
  • Lore Demon:
  • Lore Fera:
  • Lore Garou:
  • Lore Kuei-jin:
  • Lore Mage:
  • Lore Sewer:
  • Lore Sorcerer-psychic:
  • Lore Spirit:
  • Lore Vampire:
  • Lore Wraith:
  • Lore Wyrm:
  • Medicine: Medicine is the study of the human body and the various techniques used to cure its ills. This knowledge incorporates an understanding of the structure and functions of the body, the uses of medicine, and the diagnosis and treatments of diseases. Many methods exist for treating patients, including acupuncture, aromatherapy, homeopathy, chiroparactics, medicinal herbalism and standard medical practices. A character may specialize in any of these fields or assume an overall understanding of many healing methods. Medicine also implies a certain understanding of pharmaceuticals.
  • Occult:
  • Politics:
  • Research (demon):
  • Rituals:
  • Science: The knowledge of science quantifies your character's understanding of the basic sciences: physics, chemistry, botany, biology, geology, astronomy and others. In particular, it defines the useful application of science to make things. A general expertise in all fields is considered applicable to levels one through three. Once your character has four dots, she should specialize in a particular field.

Secondary Knowledges

 Accounting               Alchemy                  Animal Speech (knowledge)
 Anthropology             Archaeology              Architecture
 Area Knowledge           Art History              Astrology
 Astronomy                Biology                  Biopsychology
 Body Control             Botany                   Chemistry
 Chimerical Alchemy       Church History           City Secrets
 Classics                 Computer Hacking         Computer Programming
 Conspiracy Theory        Construct Politics       Covert Culture
 Criminology              Cryptography             Culture
 Cybernetics              Dream Lore               Ecology
 Economics                Electronics              Engineering
 Enochian                 Ethnology                Fine Arts
 Forensics                Forensic Pathology       Garou Astrology
 Gematria                 Genetics                 Geology
 Heraldry                 History                  Hypermathematics
 Koldunism                Law Enforcement          Literature
 Logic                    Mathematics              Media
 Memories                 Metallurgy               Metaphysics
 Meteorology              Military Science         Mythology
 Naturalist               Navigation               Numerology
 Paleography              Paraphysics              Parapsychology
 Pharmacopoeia            Philosophy               Phlogeny
 Physics                  Power-brokering          Propaganda
 Psychodynamics           Psychology               Religious Rites
 Religious Scriptures     Sacred Geometry          Sacred Scriptures
 Saurimancy               Sociobiology             Strategy
 Subdimensions            Taxidermy                Terrorism
 Thanatology              Theology                 The Art Of Memory
 Toxicology               Tribal Lore              Umbrood Protocols
 Vice                     Virtual Space            Web Culture
 Xenobiology