Abilities

From City of Hope MUSH
Revision as of 18:57, 27 January 2022 by SassyCat (talk | contribs) (Updated as per staff request with secondary talents information)
Jump to navigation Jump to search
Reference Lists
Abilities


Frequently Asked Questions

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

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

What's the number scale for abilities?

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

Details

Acting

Details

You are practiced at feigning emotions, beliefs or frames of mind. Even if you have never been on stage before, you could do an adequate job if you were ever thrust upon it. Howeve, simply because you have this Ability does not mean you use it unethically. Many honorable politicians have used it to lend power and depth to their speeches (notably Churchill and Roosevelt). You are able to feign tears, anger, friendliness and virtue.


Acting
Dot-filled.png Novice: A rank amateur, you can feign sickness.
Dot-filled.pngDot-filled.png Practiced: You have developed a wide range of acting ability.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are capable of playing almost any role.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are certainly a professional, or have that potential.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could win, or have won, an Academy Award.


References:
WW4014 Guide to the Technocracy 145
WW7100 Player's Guide for Changeling the Dreaming 35

Artistic Expression

Details

You have the talent to produce works of art in various media. You can produce saleable works of two- or threedimensional art, and understand something of the technical aspects of paintings and sketches. You are able to sketch a reasonably accurate rendition of a place or person.

Dot-filled.png Novice: Your work is simple, seen as charmingly naive by some and as amateurish by others.
Dot-filled.pngDot-filled.png Practiced: Your work could win prizes at local art society shows.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could get a showing in a minor gallery.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your work is widely admired, and galleries contact you about mounting exhibitions. You are invited to teach at local art colleges.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are acknowledged as a driving force in contemporary art. Your work commands enormous prices, and is found in art museums as well as commercial galleries and private collections.


References:
WW2206 Vampire Players Guide, 2nd Ed. 22
WW2302 Guide to the Camarilla 69
WW7100 Player's Guide for Changeling the Dreaming 35
WW92041 Changeling: the Dreaming (20th Anniversary) 164

Biorhythms

Details

You have the ability to make changes in your metabolism and other bodily functions. These alterations may consist of small tweaks to such aspects of your physiology as body temperature, or large-scale system shutdowns that allow you to survive catastrophic circumstances.

While ursine Gurahl must take two dots in the Talent to reflect their basic bear heritage, human-born werebears may find this Ability incredibly useful in many circumstances. Advanced levels enable you to fine-tune your metabolism so that nearly every part of your body comes under conscious control. Practical applications include control of respiratory functions, pain management, fertility, and blood circulation.

Biorhythms
Dot-filled.png Novice: You can make minor adjustments in internal body temperature and heart rate.
Dot-filled.pngDot-filled.png Practiced: You can mimic the process of hibernation by slowing down your metabolism.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can exercise phenomenal control over your respiratory and involuntary muscle systems.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can isolate single portions of your metabolism while leaving others untouched.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The most renowned yogis in the world have nothing on you; you can go so far as to stop your heart and restart it after a prolonged hiatus.

Possessed by:
Gurahl

References:
WW3079 Gurahl 86+

Blatancy

Details

You specialize in doing vulgar magick in plain sight and having Sleepers accept it. You may be a stage magician with a large following or a faith healer who prepares the faithful to accept miracles. Or you may just appear to be so weird and outlandish that compared to yourself, the things you do are mundane. This Talent can be combined with Manipulation to make Sleepers view vulgar magick as coincidental. Note that this Talent only works under the right circumstances; throwing fireballs down Main Street would be considered vulgar no matter what the cover might be.

Blatancy
Dot-filled.png Novice: It's amazing how you pull gold bricks out of people's ears. How'd you do that trick?
Dot-filled.pngDot-filled.png 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.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: The giant robot in your garage is really neat, and the kids love watching it walk around when you hook up the rubber brain in the jar. Would you consider leeting the schol use it for their Haunted House?
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png 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?
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: I'm a toad! Cool! Give me another hit of that stuff, man. This trip is really funky.


Possessed by:
Mages

References:
WW4050 Book of Shadows Mage Players Guide 14

Carousing

Details

This is the ability to have a good time at a party or other social occasion, and to make sure others around you also have a good time. Normally, it involves a mixture of eating, drinking and good cheer. On a successful roll of Manipulation + Carousing, the character can make a lasting good impression on everyone around him; this can be helpful for trying to make friends, garner information or distract the attendees while a partner rifles the coat room.

Vampire: Carousing also includes the ability to appear to eat and drink, normally, without actually doing so. Using this Ability, one of the Kindred could attend an opening-night cast party without arousing any suspicion. On a successful roll of Manipulation + Carousing, no one notices that the character neither eats nor drinks.

The difficulty of the roll depends on the social event: three or less for a house party with a buffet, seven or more for a sitdown dinner. This Ability can also be used to determine how entertaining and popular the character is at a party or event.

Carousing
Dot-filled.png Novice: Good ol' Uncle Bill
Dot-filled.pngDot-filled.png Practiced: Jake the Frat Rat
Dot-filled.pngDot-filled.pngDot-filled.png Competent: James Bond
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: The Three Musketeers
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Bluto in "Animal House"
Carousing (For Vampires)
Dot-filled.png Novice: You can plead a small appetite or recent illness.
Dot-filled.pngDot-filled.png Practiced: Perhaps you’re watching your diet.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A charming dinner companion.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You obviously enjoyed the food.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You even called for seconds.


References:
WW2206 Vampire Players Guide, 2nd Ed. 22
WW2301 Vampire Storytellers Companion 22
WW2302 Guide to the Camarilla 69
WW7100 Player's Guide for Changeling the Dreaming 35
WW92041 Changeling: the Dreaming (20th Anniversary) 164

Diplomacy

Details

You have the ability to deal with people of all types and creeds. Even when handling touchy subjects, you are able to get results without ruffling too many feathers.

Diplomacy
Dot-filled.png Novice: You can state your position without driving anyone away from the negotiating table.
Dot-filled.pngDot-filled.png Practiced: Friends ask you to deal with things for them.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could shine in management or personnel.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could be a professional union negotiator or ombudsman.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can defuse nearly any situation, from an industrial dispute to a religious war.


References:
WW2302 Guide to the Camarilla 67
WW7100 Player's Guide for Changeling the Dreaming 35

Dreamcraft (talent)

Details

You are the master of your own dreams and visions. At lower levels, you can exercise a bit of dream recall and initiation; at greater levels, you can attempt to gain conscious awareness during a dream (Manipulation + Dreaming, difficulty 6), consciously control your own actions within the dream (difficulty 7), and even try to alter your surroundings (difficulty 8).

Used during trances or meditations, this Talent can be a useful tool for puzzling through riddles, or understanding visions. A successful Wits + Dreamcraft roll might help you reduce the difficulty of Enigmas or Occult contest. Some magical traditions teach Dreamcraft techniques, and consider it an almost megical talent. Contemporary dream researchers and psychotherapists call this ability "lucid dreaming," and study it as if they could really learn something by quantifying dreams.

Dreamcraft (talent)
Dot-filled.png Novice: You can remember a previous dream in some degree of detail.
Dot-filled.pngDot-filled.png Practiced: You can "will" yourself into a specirfic kind of dream (a nightmare, a reoccurring vision, a memory-recall, etc.).
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You have limited control over your own dreams.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Dreams are familiar territory; you journey there to gather hints from your inner self.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Dreams sometimes seem more real than the waking world.


References:
WW4010 World of Darkness: Sorcerer 58

Fast Draw

Details

This Skill allows you to ready a weapon almost instantly. You can draw a weapon and have it ready for use just as if it had been in your hand all along.


Fast Draw
Dot-filled.png Novice: You have good reflexes.
Dot-filled.pngDot-filled.png Practiced: You’re good, but not great.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You would have lasted a little while in the Old West. You could work Wild West shows.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Pretty fast. You could headline your own act.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Greased lightning. You might have been able to take Billy the Kid.


References:
WW2302 Guide to the Camarilla 70
WW7100 Player's Guide for Changeling the Dreaming 47

Flight

Details

Alone among the Changing Breeds, Corax can fly. More than that, the wereravens love to fly, taking every opportunity to spread their wings and get some altitude. A Corax who doesn't excel at Flight is likely to take a lot of flak — of the verbal kind — from his cousins until he gets good at it. While all Corax have the ability to flyfrom Point A to Point B without crash-landing along the way, Flight demonstrates a wereraven's knack for serious aerial agility. Corax with Flight can navigate more accurately, squeeze through smaller spaces while airborne and perform more and more complicated acrobatic maneuvers. The talent also covers such related acts as pulling out of falls, landing on precarious surfaces, and picking things up without landing first.

Flight
Dot-filled.png Novice: You can take off and land without crashing too often.
Dot-filled.pngDot-filled.png Practiced: Trees and buildings areno obstacle.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can weave through brambles and skyscrapers with equal ease.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Nonatural creature cankeep up with you in the air.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Immelmans and barrel rolls? Blindfolded? No problem.


References:
WW2302 Guide to the Camarilla 115
WW3077 Corax 68

Fortune-telling

Details

You may or may not have the gift to tell accurate fortunes, but you can make people believe you do.

Changeling: While this Talent confers no magic in and of itself, it may add to your successes. For each 2 successes, reduce the difficulty of the Soothsay cantrip by 1.

Mage/Sorcerer/Psychic: While this Talent confers no magick in and of itself, it may add to your successes. For each 2 successes, reduce the difficutly of divination magick by 1.

Fortune-telling
Dot-filled.png Novice: You are able to use one method of divination adequately, and treat this Ability as a pastime.
Dot-filled.pngDot-filled.png Practiced: You can use one method of fortune telling well, and can tell someone general information that will apply to her.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know a lot about certain methods of fortune telling and can tell anyone detailed information that will apply to him.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are able to use multiple methods well, and have a keen understanding of what people want to hear.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: An oracle; Gypsies take lessons from you.

References:
WW2303 Guide to the Sabbat 88
WW4050 Book of Shadows Mage Players Guide 15
WW7100 Player's Guide for Changeling the Dreaming 36

Grace

Details

This is the ability to function "smoothly" in a social setting. Gossiping, cutting deals, making a good first impression on a visiting dignitary, and handling yourself in a salon of elders are all aspects of Grace. Graceless characters may be boorish, introverted or under-socialized. Those with higher Grace get along with people in any crowd and often have many contacts.

Grace
Dot-filled.png Novice: Debutante
Dot-filled.pngDot-filled.png Practiced: Senator
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Hollywood celebrity
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Public relations director
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Vampire prince


References:
WW2301 Vampire Storytellers Companion 15

Guile

Details

One with the Guile talent has a knack for cunning, craftiness, and artful duplicity. Acting like you have a job on Wall Street when you're actually unemployed would take a lot of guile.

While it generally has a negative connotation, people who have guile are also thought of as being wily, clever, and shrewd. Those who are free of guile are pure and upstanding.

Guile
Dot-filled.png Novice: Phil Harrison
Dot-filled.pngDot-filled.png Practiced: Londo Mollari
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Agent Coulson
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Voldemort
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Methos


References:
WW2002 Vampire The Masquerade (2nd Edition Text Only) 92

Haggling

Details

You are skilled at bargaining and can reduce another’s price, or get some other concession, under most circumstances.

Haggling
Dot-filled.png Novice: You can knock a few bucks off the price of something at a flea market or garage sale.
Dot-filled.pngDot-filled.png Practiced: You get used cars for what they're worth, not what they're marked.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can play the game of prestation better than any of your peers.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Princes ask you if they're getting a good deal.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can get what you want, when you want it for the price you are willing to pay - always.


References:
WW2302 Guide to the Camarilla 67

Helldiving

Details

Helldivers Helldive. This is practical knowledge of the Labryinth's ways. Veterans learn to recognize on a subconscious level when they are approaching a dead end, what sorts of formations are most likely to conceal ambushes, how to distinguish dangerous Plasmics from harmless ones and so on.

On the first dot's worth of Helldiving can be acquired through instruction. Further dots must be earned through experience.

Helldiving
Dot-filled.png Novice: You know that Oblivion is down and stygia up, and can find your way along routes you've traveled before.
Dot-filled.pngDot-filled.png Practiced: You travel safely through the Labyrinth's normal conditions without delay, and can cope with most unusual situations without too much complication.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can lead Helldiver bands and keep them together in the face of unforeseen changes and significant opposition.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You know as much about the Labyrinth as one can expect to without becoming Shadow-Eaten.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Charon used to bring his difficult question to you. Well, maybe not, but it's not like he's about to come back and contradict you....


Possessed by:
Wraiths: Doomslayers-Helldivers

References:
WW6064 Doomslayers: Into the Labyrinth 52

Homiletics

Details

You can give persuasive homilies, and inspirational sermons. You manage to turn almost any daily event into a life-enriching experience with many lessons to learn. This can be used from the pulpit, a street corner, or even the local bar.

Homiletics
Dot-filled.png Novice: You can retell a good homily you once heard.
Dot-filled.pngDot-filled.png Practiced: You can construct a small sermon of your own.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can do this every week if you have to.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You actually make peoplw listen.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You have changed lives.


References:
WW2020 The Inquisition 54

Instruction

Details

You have a knack for imparting information and skills to others. You can explain things and demonstrate techniques in such a way that anyone who listens to you can easily learn. You can teach any of your Skills or Knowledges to another character, but you can never raise a student’s score above your own.

See +rules Instruction for mechanics on how this works to teach abilities to other PC for an XP discount.

Instruction
Dot-filled.png Novice: boy Scout merit badge instructor
Dot-filled.pngDot-filled.png Practiced: Elementary school teacher
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Calculus IV professor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: World-renowned lecturer in your chosen field
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Socrates


References:
WW2301 Vampire Storytellers Companion 16
WW3806 Players Guide to Garou (revised) p.177

Interrogation

Details

We want information... and you know how to get it. Your methods range from fast talk to threats and psychological warfare. In game terms, you roll your Manipulation + Interrogation to break a subject. Some methods work better than others with certain subjects, so define what you're doing and how before making the roll. The difficulty is usually equal to the subject's current Willpower rating, although subtle methods (simply talking rings around your subject until he accidentally lets the information drop) may require a simple difficulty 7 roll. Why break bones if you don't have to? (For raw force techniques, see "Torture.")

Interrogation
Dot-filled.png Novice: Small-town newspaper reporter
Dot-filled.pngDot-filled.png Practiced: Vice cop
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Psychiatrist
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: KGB "physician"
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Voivode from the Old World


References:
WW2301 Vampire Storyteller's Companion 17
WW4014 Guide to the Technocracy 149

Intrigue

Details

You know the finer points of plotting and deal-making in the halls of power. You understand the practical use of power (in sometimes threatening but always nonconfrontational ways) to achieve your own ends. This Talent also allows you to glean important facts about others in your social circle, and to separate truth from endless amounts of false and useless gossip.

Intrigue
Dot-filled.png Novice: You maneuver well agaisnt a single adversary.
Dot-filled.pngDot-filled.png Practiced: You can figure out how to subvert an organized enemy.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can handle multiple plots simultaneously.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You've woven a web of double- and triple-crosses, all to your benefit.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The rest of the Kindred are just so many puppets, dancing on your strings.


References:
WW2302 Guide to the Camarilla 68
WW4050 Book of Shadows Mage Players Guide 16
WW6007 Wraith Players Guide 41
WW7100 Player's Guide for Changeling the Dreaming 37

Intuition

Details

Unquantifiable and indefinable, Intuition is the quality that lets some individuals sort clues from a sea of flase information and feel with perfect clarity when something is right. It covers a wide array of minor yet critical tasks, from sensing when someone's lying to you to realizing that your opponent is bluffing his way through his hand to putting clues together when the sum of the parts doesn't quite equal the whole. It is a seixth sense, gut feelings, and hunches.

Intuition
Dot-filled.png Novice: You've got a knack for making the right choice.
Dot-filled.pngDot-filled.png Practiced: You've learned to listen to and trust your instincts.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: When you have a a "bad feeling" about something, everyone listens.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could make a killing in the stock market.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You've always managed to make the right choice at the last minute... so far.


References:
WW2301 Vampire Storytellers Companion 16
WW7308 Land of Eight Million Dreams 88
WW8200 Demon: The Fallen 143

Juggling

Details
Juggling
Dot-filled.png Novice: You've dabbled. You can keep 2 props going for a few minutes.
Dot-filled.pngDot-filled.png Practiced: You've got a good grasp of the basics. You can keep 3 props going at least five minutes.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Other jugglers regard you as fairly skilled and competent. Someone can toss a fourth prop and you do not miss a beat.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are familiar with the subtle nuances and applications. Knives? No problem.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Chainsaws? Torches? No problem.

Note: Juggling is listed in some books as a specialty for Athletics and Acrobatics. COH has it in the database as a full secondary talent. Book references being used are for the Hobby Talent stat.

References:
WW2301 Vampire Storytellers Companion 22
WW92041 Changeling: the Dreaming (20th Anniversary) 164

Lucid Dreaming

Details

Dreams are something that happen to most people, and few are lucky to even remember. You have some degree of control over what happens and what it is about in your dreams. Achieving insight into your own subconscious and gaining many details for stories. Dreams gain special meaning and power within the Maya Realms, this talent is useful for building status and reputation amongst the Oneira lords and dream-spirits, and weaving new dreams and realities to populate the dream world. Without magic that lets you explore the Dream Realms, you will never know whether your dreams were merely self-restricted hallucination or epic fantasies envied by the mightiest of Oneira.

At lower levels, you have some control of dream recall and initiation. At greater skill levels, you can attempt to gain conscious awareness during any of your dreams with a roll of Perception + Lucid Dreaming vs 9. Success allows you to consciously control your own actions; you can even try to manipulat your immediate dream surrounds (difficulty 6+). This Talent can also be used while in trances or while meditating. It allows you to enter the borderlands between waking and dreaming, where reality and phantasm intermingle. This is a useful tool in puzzling through riddles which you're trying to solve, understanding visions, etc.

Lucid Dreaming
Dot-filled.png Novice: You eat heavy foods and watch strange movies to inspire your nightly sessions.
Dot-filled.pngDot-filled.png Practiced: You often dream about things that interest you.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: The contents of your dreams are open to change.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your dream world is a continuing project.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Do you ever wake up?


References:
WW4009 Halls of the Arcanum 55
WW4254 Sorcerer (Revised Edition) 50

Malkavian Time

Details

This Malkavian specific Trait represents a Lunatic's particular connection to her clan's shared sub-consciousness. It allows the Malkavian to "plug into" the floodwaters of the Madness Network and filter out messages, impulses, shared visions and knowledge of upcoming clan gatherings.

The Storyteller is usually the one making any Malkavian Time rolls, at least with regards to clan gatherings. The Storyteller rolls the character's Wits + Malkavian Time in secret, usually about a week before a significant gathering.

  • With one success, the Malkavian receives an impulse to immediately head to a specific locale — but only when the meeting's just starting.
  • Three successes allow the Lunatic to have about a night or two's forewarning, and a general idea

of the meeting's purpose. Five successes give the Malkavian warning a week early, and a very clear vision of the meeting's focus.

  • Six or more successes can actually be detrimental — at that point, it's entirely likely that the poor mad vampire has dipped too deeply, and is starting to receive pulses of his elders' derangements...

It's theoretically possible to actually, consciously send messages along the Network, but that doesn't mean that the Network is any sort of replacement (or even poor substitute) for a cell phone. For the most part, "sent" messages that manage to make it farther than a few feet are unconscious screams that channel a Malkavian's extreme emotion or pain.

For this reason, Malkavians with more than three dots in Malkavian Time can often hear a clanmate's death-scream, so long as it's in the same city. Despite the difficulty, it is possible to send deliberate, personalized messages from one person to the next along the Network, even without Dementation. It's tough as hell, but a Malkavian can always try. To make the attempt, the player rolls Wits + Malkavian Time vs 9. Success allows the Malkavian to transmit a message to one person within city limits (longer ranges are possible, but only at the Storyteller's discretion); the message can consist of up to two words per success.

Note that a Malkavian needn't have any dots at all in Malkavian Time to receive those hideous little broadcasts along the clan's frayed neural network. In fact, it often drives newly Embraced clan members... well, madder than usual when the messages start filtering into their brains without any hint as to their origins.

Malkavian Time
Dot-filled.png Novice: Your "cousins" are usually surprised when you manage to make it to a gathering.
Dot-filled.pngDot-filled.png Practiced: You've become accustomed to the occasional Call.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can sometimes hear echoes of messages that might not be intended for you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: When one of the family dies, you know.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are the undisputed local authority on what is necessary.

Possessed by:
Malkavians

References:
WW2353 Clanbook Malkavian (Revised Edition) 59

Masquerade

Details

Masquerade is the ability to falsely reproduce the frailites and subtle clues of mortality: breaking, a pulse, flushed skin, sneezing, mortal reflexes, etc. Masquerade may be rolled with a Social Attribute to determine how well the vampire fools the mortals around him. Any Vampire can pretend to breathe, but not every vampire can do it well.

Masquerade
Dot-filled.png Novice: You can pass in an unobservant crowd.
Dot-filled.pngDot-filled.png Practiced: You can fool a casual observer.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can fool someone who's examining you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can pass a routine physical exam.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Even a witch-hunter would be fooled.

Possessed by: Vampires

References:
WW2301 Vampire Storytellers Companion 18

Might

Details

Might is meant for moving mass with muscle. You haver trained as a body builder and are in a state of advanced buffitude. Or you have do so much manual labor that muscle has developed naturally. This Talent will not improve your damage rolls, or Brawl or Melee attacks, or really any good in combat unless you are lifting something heavy or trying to break something.

Might can be used to increase Strength when used for Encumbrance, Jumping, Lifting/Breaking, Opening/Closing, or Throwing rules. In that case, you can add dots of Might to Strength (and maybe even your Strength + Athletic pool when approved by the ST), but only when performing such static feats of brawn.

You cannot have more dots in Might than you have dots in Strength.

Might
Dot-filled.png Novice: "I'm going more for tone than mass." You have some decent muscle definition.
Dot-filled.pngDot-filled.png Practiced: "I love the manly smell of my weight belt in the morning." Your neck is vanishing.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: "Watch me crack this walnut with my bicep." You routinely rack every station on the Nautilus.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: "Watch me crack this walmut with my abs." You qualify as "muscle bound," and no one kicks sand in your face --- ever.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: "The madness is runnin wild. Snap into a slim jim!" Lucrative protein-drink endorsements are yours for the asking.


References:
WW8103 Hunter Book: Avenger 64

Mimicry

Details

You have a very versatile voice, and can imitate accents, people and sometimes other sounds.

Mimicry
Dot-filled.png Novice: You can passably duplicate a few accents, and can perform impressions of a couple of well-known personalities.
Dot-filled.pngDot-filled.png Practiced: You can duplicate a range of accents well enough to fool anyone but a native speaker, and can convincingly imitate a range of celebrities and others.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could do this on stage. You can pick up someone's vocal mannerisms by studying them for a couple of hours, and subsequently imitate them well enough to fool someone who doesn’t know the person well.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can imitate a specific person well enough to fool someone on the phone, and pass as a native speaker in an accent similar to your own. You can duplicate a range of animal and technological noises.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: There is almost no accent, person or noise you can’t imitate.


References:
WW2301 Vampire Storytellers Companion 19
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW3806 Players Guide to Garou 178
WW4050 Book of Shadows Mage Players Guide 16
WW7100 Player's Guide for Changeling the Dreaming 37

Negotiation

Details

You know the art of the deal. Whether you're fixing a sticky labor dispute, striking a pact with a vampire or convincing some blue-painted retropagan to join the 21st century, you can get what you want while making your "partners" feel as though they've gotten the best of you.

There's more to a good deal than just making an offer: You know how to approach a "partner," how to appeal to her wants or needs, how to play up to her vanity without coming off like a sap and when and how to put the screws on. If you're brokering a deal for other parties, you understand how to make them both happy while getting what you want. That, ultimately, is the bottom line.

Negotiation
Dot-filled.png Novice: Trading card collector.
Dot-filled.pngDot-filled.png Practiced: Family councilor.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Labor negotiator.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Hostage crisis specialist.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: UN diplomat.


References:
WW4014 Guide to the Technocracy 145

Newspeak

Details

WW4014 Guide to the Technocracy 145+ A new age demands new words. You specialize in coining them. Hyphens do not exist in youor world; you spread disinformatin, deimprotantize malefactors, create credibility gaps and declare coprosperity. When the need arises, you specialize in B-52ing buzwords and positroning sundbites for media conspicuscomp. Confusing! Not as cnofusing as you can be once you get going! A Social Trait-based Newspeak roll can excite or incite (Charisma + Newspeak); impress, intimidate or confuse (Manipulation + Newspeak) and even sucker skeptics by playing beauty and brains against them (Appearance + Newspeak). All hail neocom!

Newspeak
Dot-filled.png Novice: Given time, you can spin out buzzwords.
Dot-filled.pngDot-filled.png Practiced: In a situation, you're a flash communicator.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Your neologic metaphases into masscom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Masspeak is youspeak. Youspeak is allspeak.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could make Orwell's head explode.


References:
WW4014 Guide to the Technocracy 145

Panhandling

Details

You are a skilled beggar. You are able to get people to give you money just by asking for it. You know whom to ask, how to approach them, what to say and how to avoid the police. This Talent is useful for picking up quick cash or creating a cover.

Panhandling
Dot-filled.png Novice: You get most of your money shaking cans and washing windshields. You’re still working on a hard-luck story.
Dot-filled.pngDot-filled.png Practiced: You’re working on the story and using the classic lines, but you still manage to get little more than spare change.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You’re really smooth — you can even hit the hard-hearted for a few bucks.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Who needs a sob story when you can hustle and scam your way into big bucks from tourists and little old ladies?
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Dinners, rides home, cash for a bus ticket — easy as pie.


References:
WW2303 Guide to the Sabbat 88

Persuasion

Details

This Talent represents your character's ability to win others over to her way of thinking. The method used may involve subtle mental and emotional seduction or even outright begging, pleading, and cajoling. People with high Persuasion ratings tend to be natural leaders and advocates.

Persuasion
Dot-filled.png Novice: You can be convincing through a concentrated effort.
Dot-filled.pngDot-filled.png Practiced: You pinpoint the hole in another's position.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A professional debater, you are always on top of any argument.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You make others feel guilty for even disagreeing with you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You say "Jump," and they say, "How high."


References:
WW7300 Changeling The Dreaming (2nd Edition) 140

Poetic Expression

Details

You are able to craft words in ways that evoke thoughts, emotions and reactions from those who read them. It is rare for one person to be skilled at more than one specialty at one time, so choose carefully.

Poetic Expression
Dot-filled.png Novice: You can write a short poem or a short story is not out of your reach.
Dot-filled.pngDot-filled.png Practiced: You could publish your poetry or fiction in a local journal, or write basic hit- parade lyrics.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could get your novel or anthologies of your work published and make a profit.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are asked to do readings of your work for local societies nationwide, and aficionados snap up your works as soon as they are published.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your work is already being taught in English classes, and you are recognized as one of the foremost writers of your day.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69

Public Speaking

Details

You are able to mold the emotions of a crowd by making a speech. This might be at a political rally, in a courtroom, at a lecture or even at the barricades once the revolution is underway.

Public Speaking
Dot-filled.png Novice: Entertaining speaker
Dot-filled.pngDot-filled.png Practiced: Compelling speaker
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Inspiring speaker
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Popular champion
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Churchill or Hitler


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69

Scan

Details

You are practiced at noticing small details and changes in the environment when you purposely look at or listen to what is going on around you. This ability can only be used when you specifically say you are attempting to notice if anything is amiss—if you aren’t concentrating, this ability will do you no good.

Scan
Dot-filled.png Novice: If anyone notices police sirens, it’s you.
Dot-filled.pngDot-filled.png Practiced: Police could use your detective abilities.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: The slightest motion draws your attention.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Nothing escapes your glance.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can count the grains of salt on a pretzel by taste.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69
WW4050 Book of Shadows Mage Players Guide 16
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 38

Scrounging

Details

You have a knack for finding almost anything, under almost any circumstances. The masters of your craft can find a hot spring at the North Pole, or a mainframe computer in the heart of the Amazon Jungle, if necessary.

Scrounging
Dot-filled.png Novice: Occasionally you can pluck something off the scrap heap.
Dot-filled.pngDot-filled.png Practiced: You know where to look for hard-to-find items - and that includes some hard-to-find sources.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know if something can be found in under 24 hours.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have a network of potential sources for anything and everything you might need on short notice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can find anything, at any time, assuming it still exists.


References:
WW2302 Guide to the Camarilla 68
WW4050 Book of Shadows Mage Players Guide 16
WW7100 Player's Guide for Changeling the Dreaming 38

Search

Details

You know how best to go about looking for someone or something in a small area, where you can concentrate your perceptions. You can search for anything from a lost ring in your bedroom to the assassin who is hiding in the garden.

Search
Dot-filled.png Novice: You are good at finding lost items.
Dot-filled.pngDot-filled.png Practiced: Tell-tale signs (e.g. broken plants) are apparent to you.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You know where to look.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Nothing escapes your glance.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can spot the Purloined Letter in two seconds flat.


References:
WW2302 Guide to the Camarilla 68
WW3108 Werewolf Players Guide (2nd Edition) 29
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW3806 Players Guide to Garou 178
WW4050 Book of Shadows Mage Players Guide 17
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 38

Seduction

Details

You know how to lure, attract and command the attention of others in a sexual manner. By the way you hold yourself, how you look at someone and even by the tone of your voice, you are able to arouse and excite those upon whom you practice your wiles. Once you have fully seduced someone, he will be willing to do nearly anything for you.

Seduction
Dot-filled.png Novice: Teenager
Dot-filled.pngDot-filled.png Practiced: The “older woman”
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Heartthrob
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Movie star
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The envy of vampires everywhere


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 43
WW2302 Guide to the Camarilla 69
WW4050 Book of Shadows Mage Players Guide 17
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 38

Sense Deception

Details

Over the years, you have developed the ability to know instinctively when people are not telling you the truth or not telling you the whole truth. There is a way they look, a tone of voice, a movement of the eyes.

Sense Deception
Dot-filled.png Novice: Sometimes you can tell, but you still get suckered though more rarely than the average person does.
Dot-filled.pngDot-filled.png Practiced: It takes a silver tongue to pull the wool over your eyes.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Anyone who can slip one past you is a highly skilled con artist.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could make a living screening people for security.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: People whisper behind your back, and many are nervous talking to you. Your ability is almost supernatural.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 25
WW2302 Guide to the Camarilla 69
WW4050 Book of Shadows Mage Players Guide 17
WW7100 Player's Guide for Changeling the Dreaming 38

Style

Details

You may not have been born good-looking, or possessed of a natural charm, but you know how to dress and make the most of your appearance. Note that this Talent only applies to people’s reactions to your appearance; once you get closer, it’s up to you.

Style
Dot-filled.png Novice: You've got good taste.
Dot-filled.pngDot-filled.png Practiced: Your friends always take you along for advice when they go shopping.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You stand out among the sheep.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your outfits grace the bodies of magazine fashion models.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your ideas influence international fashion trends.


References:
WW2301 Vampire Storytellers Companion 20
WW3075 Breedbook: Bastet (1st Edition) 81
WW4050 Book of Shadows Mage Players Guide 18
WW6007 Wraith Players Guide 42
WW7100 Player's Guide for Changeling the Dreaming 39

Swimming

Details

You are able to swim at least enough to keep yourself afloat, and maybe a little more. Note that vampires, unlike mortals, do not float naturally; if they do not swim, they sink.

Without the Swimming Talent, normal swimming speed is 8 yards + your Dexterity. The Swimming Skill increases your speed to 12 years + your Dexterity provided that is your only action during a turn. To swim faster than normal, roll Swimming + Stamina vs 7. Each success adds three yards to your speed. You may roll every turn until you get no successes, in which you must maintain or decrease your speed or risk exhaustion.

Dot-filled.png Novice: You can swim and tread water.
Dot-filled.pngDot-filled.png Practiced: You know your strokes and can swim fast and for extended periods.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can teach others to swim and can serve as a lifeguard.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You're captain of the swim team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're headed for the Olympics.


References:
WW2302 Guide to the Camarilla 69
WW3806 Players Guide to Garou 179
WW7100 Player's Guide for Changeling the Dreaming 46

Throwing

Details

You know how to throw things in general, and how to use various types of thrown weapons — anything from spears to hatchets to knives to baseballs (yes, if thrown hard enough, they make fine weapons).

Throwing
Dot-filled.png Novice: You sometimes get the ball over home plate.
Dot-filled.pngDot-filled.png Practiced: High school baseball pitcher.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are deadly even in a food fight.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Regional darts champion, you have your choice of prizes at the carnival.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can pin an enemy's pants to the wall without touching his skin.

References:
WW2301 Vampire Storytellers Companion 20
WW3806 Players Guide to Garou 179
WW7100 Player's Guide for Changeling the Dreaming 47

Ventriloquism

Details

You have the ability to throw your voice, making to appear to come from somewhere else. This Talent can be used for entertainment — or deception.

Ventriloquism
Dot-filled.png Novice: You could do a ventriloquist act at a children’s party.
Dot-filled.pngDot-filled.png Practiced: You can throw your voice about a yard.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could almost make a living from your talent. You can make someone (or something) within five yards of you appear to speak.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could take your act to Vegas. You can make your voice appear to come from any spot within 30 feet of you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your voice can seem to come from anywhere within hearing distance.


References:
WW2301 Vampire Storytellers Companion 21
WW3801 Werewolf The Apocalypse (Revised Edition) 114
WW3806 Players Guide to Garou 179
WW4050 Book of Shadows Mage Players Guide 18
WW7100 Player's Guide for Changeling the Dreaming 39


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

Details

Academics

Details

This catch-all Knowledge covers the character's erudition in the "humanities": literature, history, art, philosophy and other "liberal" sciences. A character with dots in Academics is generally well-rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past - and future movements in the Jyhad.

Academics
Dot-filled.png Student: You’ve got a high-school level under standing of the arts.
Dot-filled.pngDot-filled.png College: You can keep up in most conversations about the humanities.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You have all sorts of trivia at your fingertips.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Your academic knowledge leaves most people in the dust, wondering what you’re talking about.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You’re a renowned expert in your chosen field of study.


References:
WW2300 Vampire The Masquerade (Revised Edition) 126
WW4014 Guide to the Technocracy 153
WW4600 Mage: The Ascension (Revised) 113
WW8200 Demon: The Fallen 148
WW92041 Changeling: the Dreaming (20th Anniversary) 166
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Bureaucracy

Details

Bureaucracy represents your ability to get what you want out of "the system," whether through paperwork, phone calls, or bribery. This Knowledge is useful for manipulating city officials, navigating the political system or even operating a bureaucracy of your own design. those with high Bureaucracy are among the most organized people in existence.

Bureaucracy
Dot-filled.png Student: You can keep a small company organized.
Dot-filled.pngDot-filled.png College: You understand the real basics of power structures.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You can perform stalling tactics for as long as it takes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: When you talk, your senator listens.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: When you talk, the IRS listens.


References:
WW2301 Vampire Storytellers Companion 28
WW92051 Wraith: the Oblivion (20th Anniversary) 137

Computer

Details

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.

Computer
Dot-filled.png Student: You're familiar with touch screen and point-and-click interfaces.
Dot-filled.pngDot-filled.png College: You are comfortable using a wide range of software.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You can use a command line interface and develop custom software.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You can live comfortably as an IT consultant.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You are on the cusp of creating the replacement for Google and Facebook.


References:
WW2300 Vampire The Masquerade (Revised Edition) 127
WW3801 Werewolf The Apocalypse (Revised Edition) 117
WW4600 Mage: The Ascension (Revised) 113
WW8200 Demon: The Fallen 149
WW92041 Changeling: the Dreaming (20th Anniversary) 167
WW92051 Wraith: the Oblivion (20th Anniversary) 138

Cosmology

Details

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
Dot-filled.png Student: You've heard that there's more than just Earth.
Dot-filled.pngDot-filled.png College: You know to avoid the Abyss.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You can find your way from one Realm to another.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You know most of the shortcuts and a few trade secrets.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: Spirits ask you for advice about the Umbra.

Possessed by:
Mages (mainly Dreamspeakers/Shamans), Garou (mainly Silent Striders and Theurges), Corax, Nuwisha

References:
WW3108 Werewolf Players Guide (2nd Edition) 33 WW4600 Mage: The Ascension (Revised) 114

Enigmas

Details

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.

Enigmas
Dot-filled.png Student: You always solve the daily crossword.
Dot-filled.pngDot-filled.png College: Why bother toread whodunits? You always know the ending.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You did crossword puzzles - in PEN.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You can win contests of logic even with faulty information.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: Even the deepest philosophical mysteries and issues are clear to you.


References:
WW3801 Werewolf The Apocalypse (Revised Edition) 117
WW4600 Mage: The Ascension (Revised) 114
WW92041 Changeling: the Dreaming (20th Anniversary) 167
WW92051 Wraith: the Oblivion (20th Anniversary) 138

Finance

Details

You know the ins and outs of commerce, from evaluating an item's relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.

Finance
Dot-filled.png Student: Some basic experience in bookkeeping and finance.
Dot-filled.pngDot-filled.png College: A degree in accounting or finance backed by some experience.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: An MBA degree or the equivalent.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You could run a major corporation and make it more profitable.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You can make a fortune on the stock market.


References:
WW2300 Vampire The Masquerade (Revised Edition) 127
WW4014 Guide to the Technocracy 156
WW8200 Demon: The Fallen 149

Gremayre

Details

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.

Gremayre
Dot-filled.png Student: You grasp the fundamentals of faerie magic, such as oaths.
Dot-filled.pngDot-filled.png College: You are able to differentiate between similar Arts in use.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You have an in-depth understanding of the ebb and flow of Glamour.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You know lost secrets that predate the Shattering.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You understand the inner workings of the Dreaming.

Possessed by:
Changelings

References:
WW92041 Changeling: the Dreaming (20th Anniversary) 167

Investigation

Details

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.

You've learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads.

Investigation
Dot-filled.png Student: You can narrow down a web search.
Dot-filled.pngDot-filled.png College: You can spot inconsistencies in a witness's story.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You could make a living as a private detective.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: The FBI wants to recruit you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: Even Sherlock Holmes is impressed.


References:
WW2300 Vampire The Masquerade (Revised Edition) 128
WW3801 Werewolf The Apocalypse (Revised Edition) 117
WW4600 Mage: The Ascension (Revised) 114
WW8200 Demon: The Fallen 149
WW92041 Changeling: the Dreaming (20th Anniversary) 167
WW92051 Wraith: the Oblivion (20th Anniversary) 139

Law

Details

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.

Law
Dot-filled.png Student: You've watched your share of courtroom dramas.
Dot-filled.pngDot-filled.png College: You're either studying for or just passed the bar exam.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You could have your own law practice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Major public figures have your number just in case.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You could find the loopholes in the Devil's contract.


References:
WW2300 Vampire The Masquerade (Revised Edition) 128
WW3801 Werewolf The Apocalypse (Revised Edition) 118
WW4600 Mage: The Ascension (Revised) 115
WW8200 Demon: The Fallen 150
WW92041 Changeling: the Dreaming (20th Anniversary) 167

Linguistics

Details

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.

Linguistics
Dot-filled.png Student: One extra language
Dot-filled.pngDot-filled.png College: Two extra languages
Dot-filled.pngDot-filled.pngDot-filled.png Masters: Four extra languages
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Eight extra languages
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: 16 extra languages


References:
WW2300 Vampire The Masquerade (Revised Edition) 128
WW3801 Werewolf The Apocalypse (Revised Edition) 118
WW4600 Mage: The Ascension (Revised) 115
WW8200 Demon: The Fallen 150

Lores

Open For List

While some sphere books provided stats similar to what we offer here, not all do. Some have been more generalized (ex: Lore Vampire is a combination of factions, we do not support Lore Camarilla or Lore Sabbat). Staff has compiled some general information for each level and written it up on the wiki. Those links are provided below, as well as any book references that fit.

Depending on whatever sphere you choose for your PC, you can automatically get Lore for most of them at level 3 at cgen. Mortal does not have a lore. Some concepts, such as Shifter Kinfolk, only get up to level 2 of Lore Garou or Lore Fera for example.

For more details, please see +rules Lores as well as +rules Increasing Lores

Lores
Dot-filled.png Student: You possess dubious and sketchy information.
Dot-filled.pngDot-filled.png College: You are confident in your knowledge... you think.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You know some concrete details.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You learned some things that weren't meant to be known.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: An expert, you may be considered a liability by the subjects of the Lore.


The following Lores are available on City of Hope MUSH:

Lore Bygone

Lore Changeling

Changeling Lore Writeup

References:
WW7300 Changeling The Dreaming (2nd Edition) 145

Lore Demon

Demon Lore Writeup

Lore Fera

Lore Garou

Garou Lore Writeup

References:
WW3806 Players Guide to Garou 184

Lore Hunter

Lore Kuei-jin

Lore Mage

Mage Lore Writeup

Lore Mummy

Lore Sewer

Details
Lore Sewer
Dot-filled.png Student: Teenage runaway
Dot-filled.pngDot-filled.png College: City maintenance worker
Dot-filled.pngDot-filled.pngDot-filled.png Masters: Nosferatu or Giovanni neonate
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Nosferatu guide
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: Nosferatu elder


References:
WW2301 Vampire Storytellers Companion 31

Lore Sorcerer-psychic

Lore Spirit

References:
WW3806 Players Guide to Garou 184

Lore Vampire

Vampire Lore Writeup

Lore Wraith

Wraith Lore Writeup

Lore Wyrm

Details
Lore Wyrm
Dot-filled.png Student: You know the names and abilities of many Wyrm creatures.
Dot-filled.pngDot-filled.png College: You can name most of the Urge Wyrms.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You can draw a map of Malfeas.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You can quote significant passages of the Chronicle of the Black Labyrinth.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: The Wyrm fears you - so does your pack.


References:
WW3806 Players Guide to Garou 184

Medicine

Details

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.

Medicine
Dot-filled.png Student: You know CPR and can perform first aid.
Dot-filled.pngDot-filled.png College: You could work as a Paramedic.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You can make a living as a general practitioner.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Even brain surgery is routine for you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You are respected by the world's medical community.


References:
WW2300 Vampire The Masquerade (Revised Edition) 128
WW3801 Werewolf The Apocalypse (Revised Edition) 118
WW4600 Mage: The Ascension (Revised) 116
WW8200 Demon: The Fallen 151
WW92041 Changeling: the Dreaming (20th Anniversary) 168
WW92051 Wraith: the Oblivion (20th Anniversary) 139

Occult

Details

You are knowledgeable in occult areas such as mysticism, curses, magic, folklore and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard, factual information; much of what you know may well be rumor, myth, speculation or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult; at the very least, you can discern what is patently false.

Occult
Dot-filled.png Student: You can pronounce "tarot" properly.
Dot-filled.pngDot-filled.png College: You've read Gardner, Cunningham, and Crowley.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You know about more than just ghosts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: The World of Darkness is an open book to you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You know most of the basic truths about the hidden world.


References:
WW2300 Vampire The Masquerade (Revised Edition) 129
WW3801 Werewolf The Apocalypse (Revised Edition) 118
WW4600 Mage: The Ascension (Revised) 116
WW7308 Land of Eight Million Dreams 90
WW8200 Demon: The Fallen 151
WW92051 Wraith: the Oblivion (20th Anniversary) 139

Politics

Details

You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure.

Dot-filled.png Student: Activist
Dot-filled.pngDot-filled.png College: Political Science Major
Dot-filled.pngDot-filled.pngDot-filled.png Masters: Campaign manager or talk-radio host
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Senator
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You could hand select the next President of the United States


References:
WW2300 Vampire The Masquerade (Revised Edition) 129
WW3801 Werewolf The Apocalypse (Revised Edition) 119
WW8200 Demon: The Fallen 151
WW92041 Changeling: the Dreaming (20th Anniversary) 168
WW92051 Wraith: the Oblivion (20th Anniversary) 139

Rituals

Details

Rituals and rites are an important part of werewolf life. This Knowledge lets the character know about the traditions, mysteries and ceremonies of the werewolves/shifters, including how to participate in such events and behave properly toward elders and leaders. A character needs a Rituals rating equal to or greater than the level of rites he knows or seeks to learn.

Rituals (Shifter)
Dot-filled.png Student: You've watched a few rites closely. Learned the basics.
Dot-filled.pngDot-filled.png College: You carry yourself well at tribal moots.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: Other tribes invite you to attend their moots.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Even Black Spiral Dancers know and respect your knowledge.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You’ve quested into the Umbra to develop new rites.
Rituals (Kuei-Jin)
Dot-filled.png Student: Disciple
Dot-filled.pngDot-filled.png College: West or center Kuei-jin
Dot-filled.pngDot-filled.pngDot-filled.png Masters: Jina
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: Mandarin
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: Ancestor

Possessed By:
Shifters, Kuei-jin, Hengeyokai

References:
WW2900 Kindred of the East 86
WW3801 Werewolf The Apocalypse (Revised Edition) 119

Science

Details

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.

Dot-filled.png Student: You understand basic theories and laws.
Dot-filled.pngDot-filled.png College: You're familiar with the major theories.
Dot-filled.pngDot-filled.pngDot-filled.png Masters: You could teach high-school science.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doctorate: You're fully capable of advancing the knowledge in your field.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Scholar: You've made well-known and lasting contributions to science.


References:
WW2300 Vampire The Masquerade (Revised Edition) 129
WW3801 Werewolf The Apocalypse (Revised Edition) 119
WW4014 Guide to the Technocracy 161
WW4600 Mage: The Ascension (Revised) 116
WW8200 Demon: The Fallen 152
WW92041 Changeling: the Dreaming (20th Anniversary) 168
WW92051 Wraith: the Oblivion (20th Anniversary) 139

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