Secondary Skills

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Reference Lists
Abilities


Acrobatics

Details

You can use your body to perform feats of flexibility that are beyond most individuals' capabilities. You can tumble, swing, flip, balance and otherwise use your body to your best advantage. You may not be the most flexible Kindred in the world, but you use your body's capabilities to their utmost.

Acrobatics
Dot-filled.png Novice: You can do a somersault without hurting yourself or others.
Dot-filled.pngDot-filled.png Practiced: Flips, rolls and other basic maneuvers are within your range.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are good enough to amaze crowds or confound foes with your antics.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are capable of performing gymnastic maneuvers on any surface with whatever equipment is at hand.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are an Olympic-caliber gymnast.


References:
WW2302 Guide to the Camarilla 69

Animal Training

Details

You are able to train animals to obey commands and possibly perform tricks or other feats. Each species is a different specialty.

Animal Training
Dot-filled.png Novice: Heel, Fetch, Sit, Stay
Dot-filled.pngDot-filled.png Practiced: Local show standard
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Champion sheep dog standard
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Elite police dog standard
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Circus/stunt standard


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 45
WW2302 Guide to the Camarilla 70
WW4050 Book of Shadows Mage Players Guide 18

Archery

Details

You know how to fire a bow, and may be able to do so with great proficiency.

Archery
Dot-filled.png Novice: High school gym practice
Dot-filled.pngDot-filled.png Practiced: Forest bowhunter
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Medieval ranger
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Will hit a bull’s-eye, usually
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Robin Hood


References:
WW2301 Vampire Storytellers Companion 22
WW3806 Players Guide to Garou 179

Artillery

Details

You may operate and shoot artillery of all varieties - anything from a mortar to a howitzer. Additionally, your knowledge of the weapons includes the ability to repair them.

Artillery
Dot-filled.png Novice: Young recruit
Dot-filled.pngDot-filled.png Practiced: Operator
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Forward observer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Gun captain
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Can fire the thing by yourself if need be


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27
WW2302 Guide to the Camarilla 70

Biotech

Details

There's a big difference between an inorganic machine and an organic one. You know how to straddle the line between them — how to design, implant, modify and employ cybernetics, cloning, biomechanisms, nanotech, genegineering and floronics. Naturally, these Progenitor mainstays demand other Traits (mostly Sciences; see "New Knowledges") before you can understand them. Still, you've got a leg up on most Technocrats and technicians, who regard the body and the machine as separate entities.

Biotech
Dot-filled.png Novice: You've watched biotech being installed and employed, and you understand the theories involved.
Dot-filled.pngDot-filled.png Practiced: You have a bit of hands-on practice with design and installation of basic biotech devices and Procedures.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A typical Progenitor, you know the concepts, mechanisms and limits of existing Technocracy biotech.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: At your level of expertise, new designs and drastic modifications are possible.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A biotech master, you may design, install, alter or employ almost anything you can imagine (subject to Sphere limits, of course).


References:
WW4014 Guide to the Technocracy 146

Blacksmith

Details

You are skilled in the working of iron, and can make objects from iron and steel.

Blacksmith
Dot-filled.png Novice: You can make a horseshoe from a cut-iron bar.
Dot-filled.pngDot-filled.png Practiced: You can make wrought-iron and mild-steel objects.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can make different grades of steel and cast iron to industrial standards.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can pattern-weld different grades of iron and steel to make a complex object such as a sword blade.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can make a blade equal to any Japanese sword, or any other iron or steel object you please.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27
WW2302 Guide to the Camarilla 70

Blind Fighting

Details

Even when unable to see your foes, you can use your Brawl or Melee Abilities with a reduced penalty or no penalty. This Skill may also be of great use out of combat. It should be noted that this Skill does not grant any actual ability to see better in darkness. For each dot the character has in this Skill, reduce the difficulty of performing actions while blind by one. (Naturally, the difficulty can never be reduced below is unhindered equivalent.)

Blind Fighting
Dot-filled.png Novice: You don’t stub your toe in the dark.
Dot-filled.pngDot-filled.png Practiced: You can pinpoint the direction from which sounds come.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can fight and predict your enemies’ locations at the same time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can almost “feel” where your opponents are.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You possess an almost mystical sense - Zen and the Art of Spatial Awareness.

References:
WW6007 Wraith Players Guide 43 WW7100 Player's Guide for Changeling the Dreaming 40 WW2302 Guide to the Camarilla 70

Blowgun

Details

This skill is required to use a blowgun accurately, though unskilled characters may use Dexterity + Strength with a difficulty modifier of +3.

Blowgun
Dot-filled.png Novice: Kid with peashooter
Dot-filled.pngDot-filled.png Practiced: Class peashooter ace
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Ninja wannabe
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Rainforest dweller
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Ninja

References:
WW2059 Clanbook Assamite (1st Edition) 30

Boat Handling

Details

You know your way around a boat, and can operate effectively in any crew position.

Boat Handling
Dot-filled.png Novice: Weekend sailor
Dot-filled.pngDot-filled.png Practiced: Serious enthusiast
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Competitor or semi-skilled professional
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Professional or Olympic standard
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Instructor or Olympic gold medallist

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70

Body Crafting

Details

This Skill enables its possessor to make all manner of alterations to living and dead flesh and bone. the Skill also gives insight into more mundane techniques; many Tzimisce are skilled at flaying, bone-carving, embalming, taxidermy, tattooing and piercing.

Body Crafting
Dot-filled.png Novice: You can do body piercing.
Dot-filled.pngDot-filled.png Practiced: You can make decent tattoos or changes to the person's body, but nothing elaborate.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are quite good at your craft and can make elaborate designs or changes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can do work better than almost anyone.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can craft the Sistine Chapel of the body.

References:
WW2300 Vampire The Masquerade (Revised Edition) 186

Brewing

Details

You are skilled in the manufacture of alcohol and alcoholic beverages. You are familiar with the equipment used in brewing and distilling, and can maintain, operate and repair such equipment.

Brewing
Dot-filled.png Novice: Brew-kit user; the beer foams, and the wine doesn't turn to vinegar.
Dot-filled.pngDot-filled.png Practiced: Home winemaker; the party-goers will drink it.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Moonshiner; your friends appreciate your gifts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Commercial winemaker; the satyrs sing your prainses.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Chateau of repute; your drink is served at the High King's table.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70

Bribery

Details

You know how, when and where to grease palms. Coupled with Streetwise or Politics, this Ability could buy you a very easy life. However, you still need to decide whom to approach and whom to leave alone - remember, not everyone turns a blind eye.

Bribery
Dot-filled.png Novice: Get a bouncer to overlook the dress code.
Dot-filled.pngDot-filled.png Practiced: Get the building inspector off your back.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A policeman won’t write you tickets.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: The inspector from the EPA leaves you alone.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: State politicians and local CEOs scratch your back.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70

Brood Kenning

Details

Brood Kenning is the ability to match mates so as to maximize the chance of a desired offspring, a happy union, or some similar goal. If trying to maximize the chances of a Mokole babe, the matchmaker observes her charges carefully, anywhere from a day to a month or more, and finally makes a Brood Kenning roll (usually paired with Intelligence, Perception, or Wits at the Storyteller's discretion). the difficulty is typically 9, but can be reduced with extra observation. The number of successes is added to the chance for a Mokole offspring; a particularly insightful and ridiculously lucky matchmaker could thus increase the odds of breeding true up to 20%.

This skill can only be used for any given couple, at least when enhancing the odds of breeding true. It can also be used to make matches that will wind up happy, or to recognize the signs of hidden trysting (such as if two Mokole are secretly mating and might produce an Innocent). Brood kenners are compensated and esteemed, whether they are Mokole or Kin. It is a common choice for Gathering.

Brood Kenning
Dot-filled.png Novice: You can arrange blind dates that aren't total disasters.
Dot-filled.pngDot-filled.png Practiced: Your clutchmates sneak off to you for romantic advice.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You patch up stormy, confused teenage relationships on a regular basis.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: If you'd been present in Verona, Romeo and Juliet would have lived happily ever after.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Even the fiercest Crowning bows his head to you and calls you "auntie."

References:
WW3081 Mokole 52

Calligraphy

Details

Calligraphy is the design and execution of lettering with a pen, ink brush, or other writing instrument. It can be defined as "the art of giving form to signs in an expressive, harmonious, and skillful manner".

Calligraphy
Dot-filled.png Novice: You can draw a few passable letters.
Dot-filled.pngDot-filled.png Practiced: You can draw a word here and there.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can make an invitation look nice.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: People hire you to create professional designs.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Not even a computer could create designs like you do.

References:
WW3063 Hengeyokai Shapeshifters of the East 171

Camouflage

Details

You can change your appearance through a mixture of clothing, makeup and movement, rendering you difficult to spot in a variety of different surroundings. This is not the ability to look like someone else, but simply to hide.

Camouflage
Dot-filled.png Novice: Boy Scout
Dot-filled.pngDot-filled.png Practiced: Infantry trooper
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Marine
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Special Forces
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Ninja

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 27 WW2302 Guide to the Camarilla 70 WW6007 Wraith Players Guide 44 WW7100 Player's Guide for Changeling the Dreaming 40

Carpentry

Details

You are a competent woodworker, able to craft a variety of objects from wood.

Carpentry
Dot-filled.png Novice: Amateur handyman
Dot-filled.pngDot-filled.png Practiced: Professional handyman
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional carpenter
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Joiner and cabinetmaker or night school teacher
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You have your own TV show; rich clients seek you out.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 40

Climbing

Details

You can climb mountains and/or walls, and seldom have any fear of falling. The technical skills of chimneying, spike-setting and rappelling are all well known to you though, depending on your skill, you may be good or indifferent at them. Remember, mountain climbing at night is far more difficult than a daylight climb unless you can see in the dark.

Climbing
Dot-filled.png Novice: You can scale easy mountains or walls with handholds.
Dot-filled.pngDot-filled.png Practiced: You go on mountaineering vacations. You can climb heavily weathered stone or brick walls.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: A mountaineering instructor. You can climb moderately rough stone or brick walls.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You’ve done at least a couple of famous peaks. You can free-climb a fairly smooth stone or brick wall.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Everest and K2 are mild hikes. You could free-climb the World Trade Center.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Cooking

Details

You know how to prepare a variety of meals, and present them in an appealing manner.

Cooking
Dot-filled.png Novice: You give a reasonable dinner party.
Dot-filled.pngDot-filled.png Practiced: You give an excellent dinner party.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a business of this.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could publish recipe books.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could have your own TV show or become a chef in the finest restaurants.


References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Dancing

Details

You are a proficient dancer, and may perform socially or for the entertainment of others. You are familiar with most varieties of dance, but specialize in one particular style.

Dancing
Dot-filled.png Novice: You can manage a waltz at a wedding.
Dot-filled.pngDot-filled.png Practiced: You draw envious glances at weddings. You could perform on the local amateur stage.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are the talk of the ball. You could perform on the local professional stage.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: People ask you to teach them. You could perform on TV.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Nijinsky, Fonteyn, Nureyev, Barishnikov, Astaire, Rogers, Kelley — and you.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Debate

Details

You are skilled at reasoned debate, and can present a convincing case through reason and logic.

Debate
Dot-filled.png Novice: Student
Dot-filled.pngDot-filled.png Practiced: Debate team member
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Union negotiator
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Politician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could make fundamentalists understand evolution.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2302 Guide to the Camarilla 70 WW7100 Player's Guide for Changeling the Dreaming 41

Demolitions

Details

While almost anyone can make things explode, it takes skill to make them explode in the right way and at the right time. This is the Skill of making, setting and defusing various types of explosives. It also covers knowing where to place explosives for maximum effect, how to acquire explosive materials and even how to make them from scratch. Of course, getting explosives legally requires licenses and such, which may be an issue, considering what characters often use them for.

Demolitions
Dot-filled.png Novice: You can make effective Molotov cocktails and other simple homemade explosives.
Dot-filled.pngDot-filled.png Practiced: You can set an explosive device or build a pipe bomb.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can wire up a car bomb or similar explosive booby trap.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can handle pretty much any type of explosive.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You can set up a complex implosion of a massive building so it falls in just the right way.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2301 Vampire Storytellers Companion 22 WW3806 Players Guide to Garou 180 WW6007 Wraith Players Guide 44 WW7100 Player's Guide for Changeling the Dreaming 41 WW8200 Demon: The Fallen 145

Disguise

Details

You can conceal your appearance and even make yourself look like another specific person through the use of clothes and makeup.

Disguise
Dot-filled.png Novice: Good enough to fool someone who knows neither you nor the person you're impersonating.
Dot-filled.pngDot-filled.png Practiced: Good enough to fool some of the people some of the time.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Good enough to fool some of the people most of the time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Good enough to fool most of the people most of the time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Good enough to fool those nearest and dearest most of the time.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 28 WW2301 Vampire Storytellers Companion 23 WW6007 Wraith Players Guide 44 WW8110 Hunter Book: Redeemer 66

Divination (skill)

Details

You are adept at interpreting signs and omens in order to learn something about the future. The Storyteller determines a difficulty and rolls your character's Perception + Divination secretly. Success provides some clue or hint. The greater the success is, the clearer the signs are... although it's always somewhat cryptic.

Divination (skill)
Dot-filled.png Novice: Occasionally, you surprise your friends.
Dot-filled.pngDot-filled.png Practiced: You know at least one divination method well, and you can use it fairly reliably.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could make a living as a professional fortune-teller.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your skills would have been welcome in the court of the Pharaoh, and perhaps they were in a your First Life.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your predictions are nearly always accurate.

References:
WW2380 Mummy: the Resurrection 61 WW7308 Land of Eight Million Dreams 89

Elusion

Details

A smart beast can use her surroundings to confound her enemies. You are such a beast, naturally — anyone who dares to hunt you will have a hard time of it! On your home turf, you're nearly unbeatable. In strange surroundings, you can get your bearings quickly enough to elude pursuit — or to lead your foes into a trap while you race away, laughing. This Trait may be rolled with Intelligence (to puzzle out new surroundings), Manipulation (to confuse pursuers), Perception (to notice prospective traps and hazards) or Wits (to trick your foes into falling for said traps and hazards). Alternatively, it may be used as part of a resisted roll, pitting your Elusion against your hunter's Hunting or Survival Traits.

Elusion
Dot-filled.png Novice: Given a good head start, you can elude casual pursuit.
Dot-filled.pngDot-filled.png Practiced: You can trick most hunters into going the wrong way, or lure neophytes into tight situations.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You're clever enough to lead a hunting party into briar patches or deep creeks.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A wily beast, you can give most pursuers the slip with little difficulty.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Legend: The greatest hunters alive wish they could catch you!

Possessed by:
Bygones

References:
WW4802 Bygone Bestiary 102

Energy Weapons

Details

A laser is not a normal gun; nor is a particle-beam cannon, an Ectoplasmic Disrupter Cannon or any of the other hypertech energy weapons Union footsoldiers love. Lasers are recoilless, plasma weapons generate a heat wash and fire trail, shockers are short-ranged and particle beams have recoil, but of a different "feel" than a firearm. Most people wouldn't have any idea how to work one of these odd guns, but you do. Given any standard Technocracy-issue energy weapon, you can fire, adjust, load, field-strip and perform minor repairs on it.

Energy Weapons
Dot-filled.png Novice: It's a ray gun, Space Cadet.
Dot-filled.pngDot-filled.png Practiced: You've learnd the basics of operation and maintenance.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Typical space marine.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Elite Op.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: "Phased plasma rifle in the 40 watt range..."

Possessed by:
Technocrats, Sons of Ether (at staff discretion)

References:
WW4014 Guide to the Technocracy 146


Escapology

Details

You are skilled in various techniques that enable you to escape from bonds and restraints. This skill is primarily used for entertainment purposes, but can also be very useful in real life.

Escapology
Dot-filled.png Novice: Children’s party entertainer; you can escape from loose or poorly tied bonds.
Dot-filled.pngDot-filled.png Practiced: Amateur entertainer; you can escape from fairly well-tied bonds.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional entertainer; you can escape from handcuffs and chains.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Star; you can escape from a straitjacket.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Houdini who?

References:
WW2302 Guide to the Camarilla 70


Falconry

Details

Once the sport of nobles, falconry is now practiced only by a few enthusiasts.

Falconry
Dot-filled.png Novice: The bird comes back sometimes.
Dot-filled.pngDot-filled.png Practiced: You can do small displays.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You work most of the local medieval fairs and outdoor exhibitions.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: In a different time, you would have been a noble admired for your skill, or you could have worked for a noble.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: In a different time, you would have been with the king’s entourage.

References:
WW2302 Guide to the Camarilla 70

Fast-talk

Details

This Skill allows you to convince someone of something using a sincere expression and an avalanche of words rather than reasoned debate and logic.

Fast-talk
Dot-filled.png Novice: Vacuum-cleaner salesman
Dot-filled.pngDot-filled.png Practiced: Used-car salesman
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Professional con artist
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Teflon-coated politician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could sell sand to the Saudis.

References:
WW2302 Guide to the Camarilla 70

Fire Dancing

Details

You can enter a trance-like state that allows you to leap through flames. This Skill is vital in the Fire Dance and other ritae. Demonstrating this Skill often equates to being a powerful and dominant member of the pack. This Skill does not grant any immunity from the fire, but it does allow the vampire to avoid being burned or succumbing to a frenzy. This Skill cannot be part of a split dice pool: The user must concentrate on Fire Dancing and nothing else. When the vampire tries to Fire Dance, damage should be rolled normally, but for every success with this Skill, reduce the amount of damage done by one health level. Few vampires outside the Sabbat have this Skill. (Note: Unless the fire is actually a bonfire meant for the ritual dance, you do not suffer Rötschreck any less frequently than any other vampire.)

Fire Dancing
Dot-filled.png Novice: You make the necessary leaps to prove that you’re not a coward. You usually wait until the fire has died down quite a bit before you leap though.
Dot-filled.pngDot-filled.png Practiced: You no longer feel that “Oh, shit,” panic when you jump.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are usually the first to jump, for you do not fear the flames. You live by the motto, “Build it higher, jump the fire!”
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: An acrobat in the flames, you command a prowess and fearlessness that serves as inspiration to all who observe you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: A legend among the Sabbat, your moves are simultaneously unholy and magnificent.

Possessed by:
Sabbat, Mystics

References:
WW2303 Guide to the Sabbat 89

First Aid

Details

This Skill allows a character to give basic medical attention to another. It is not as comprehensive an Ability as the Medicine Knowledge, but does allow for a basic grasp of all the practices of first aid, and at higher levels, techniques known to paramedics.

First Aid
Dot-filled.png Novice: Mother of small children
Dot-filled.pngDot-filled.png Practiced: Boy Scout
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Office safety representative
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: School nurse
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Paramedic

References:
WW2302 Guide to the Camarilla 70

Fishing

Details

You can judge a body of water, and have a fair chance of catching fish if there are any to be caught.

Fishing
Dot-filled.png Novice: Weekend angler
Dot-filled.pngDot-filled.png Practiced: Serious amateur
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Competition winner
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Professional fisherman
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Fish leap onto the shore as you walk by.

References:
WW3079 Gurahl 86 WW2302 Guide to the Camarilla 70

Forgery

Details

You can copy a document or two-dimensional artwork well enough to enable it to appear as the real thing under casual inspection, and perhaps more detailed inspection as well.

Forgery
Dot-filled.png Novice: Interoffice memos
Dot-filled.pngDot-filled.png Practiced: Signatures
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Commercial papers; passports
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Checks; bonds; bank drafts; some artworks
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Banknotes; old master paintings

References:
WW2302 Guide to the Camarilla 70

Gambling

Details

You are adept at one or more games of chance, and can play without too much risk of losing heavily. You can also increase your chances of winning without actually cheating.

Gambling
Dot-filled.png Novice: Saturday night poker with the boys
Dot-filled.pngDot-filled.png Practiced: A couple of weeks in Vegas each year
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are known in Vegas, Reno and Atlantic City.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You make a living from this. Your mother despairs.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You have to be careful not to tell people your name.

References:
WW2302 Guide to the Camarilla 70

Game Playing

Details

This Skill covers games of strategy and skill, such as chess, go, shogi, xiang qui, hnefatafl and so on. It does not cover card games (see Gambling),or simple games like tic tac toe and gomoku, which rely largely on luck.

Game Playing
Dot-filled.png Novice: You can beat your older brother.
Dot-filled.pngDot-filled.png Practiced: You could get on a school team.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could get on a college team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You could get on a national team.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You could beat Karpov.

References:
WW2302 Guide to the Camarilla 70

Gunsmithing

Details

You can repair firearms and produce ammunition for a variety of different guns. At high levels of skill, you can construct specialty ammunition such as caseless, hollow-point, mercury-tipped, and silver bullets. Given the time and the tools (and enough skill) you can build a gun from scratch perhaps even one of your own design.

Gunsmithing
Dot-filled.png Novice: Black powder and paper cartridges
Dot-filled.pngDot-filled.png Practiced: Cased standard ammunition
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Magnum rounds
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Caseless and hollow-point rounds
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You name it

References:
WW2302 Guide to the Camarilla 70

Heavy Weapons

Details

You have the ability to operate and shoot heavy weapons of all varieties anything from an M60 heavy machine gun to a Dragon antitank weapon. Additionally, your knowledge of the weapons includes an ability to repair them.

Heavy Weapons
Dot-filled.png Novice: Basic training
Dot-filled.pngDot-filled.png Practiced: Operator
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Warrior
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Killer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Rambo

References:
WW2302 Guide to the Camarilla 70

Helmsman

Details

Mere mortals suffer from vertigo when they look at a starship's controls. Not you. You've studied at the Void Engineers' academies, and know what every switch and viewscreen does (well, most of them, anyway). Because there is order in simplicity, most Void craft have fairly standardized controls; given time, you can pilot anything from a Qui La Machina to a long-distance exploratory vessel. Although certain experimental or top-secret craft may be out of your league, you can still puzzle out most of the vital functions. Just don't screw up when you're in deep space!

(Note: Although it can be considered a retrofitting of Pilot, the two Skills are very different. One applies to aircraft, the other to spacecraft. Hence, it's a pretty rare Skill outside the Void Engineers. While some Iterators and MiBs have been taught the rudiments of starship operation, the Voids like to keep their toys to themselves. Although some Sons of Ether may have a demented variation of this Trait, their inventions tend to be too unique and/ or esoteric to be compatible with Technocracy craft.)

Helmsman
Dot-filled.png Novice: You've been trained on basic shuttles.
Dot-filled.pngDot-filled.png Practiced: They let youtake the helm when things are calm.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Typical helmsman.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: The captain wants you on the controls when trouble strikes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Han Solo in a jumpsuit.

References:
WW4014 Guide to the Technocracy 147

Herbalism

Details

You have a knowledge of herbs and other natural substances and their properties for both medicinal and other applications. You know where such ingredients are likely to be found, and you can gather and preserve them.

Herbalism
Dot-filled.png Novice: Your read a book on herb lore once.
Dot-filled.pngDot-filled.png Practiced: You learned everything your grandmother had to teach you.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You are well-versed in the uses of even rare plants
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You are well known in regional and nature-lover circles as a source of wisdom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: In the nights of old, you could have been a wealthy apothecary.

References:
WW2301 Vampire Storyteller's Companion (Revised) 24

High Ritual

Details

While just about every mage learns some minor rites and tools to perform magic with ceremony, this Ability covers the nuances of putting on big time rituals. The mage learns everything from how to dress, to what colors match with the spell in question, to how to cut a few corners or eke out a little extra power. A leader of a High Ritual casting may not be the best public speaker or the most charismatic leader, but he knows exactly how to project, move and motivate so as to put every piece into just the right place at the right time.

With High Ritual + Stamina, a mage can continue casting a strenuous chant or rite for several hours, or even for a day or more (at 5+ successes). High Ritual + Intelligence allows a mage to accumulate extra successes on the ritual beyond the normal Arete x Willpower limit (although the High Ritual roll itself cannot be extended; you have one roll of the Ability to increase the cap for your casting). Particularly specialized High Ritual casters may excel in specific situations as well.

Dot-filled.png Novice: You've seen a couple of impressive rites.
Dot-filled.pngDot-filled.png Practiced: With a couple tries you can edge your way through a simple one.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Practiced and confident, you can lead or participate in a variety of short rituals.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Your rites carry the strength of conviction and countless hours of study.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Not only can you perform the most demanding rituals, you can fill in missing parts or build your own new sacraments.

References:
WW4603 Guide to the Traditions 212

Hunting

Details

Hunting is the ability to find and bring down a target of any sort, on any terrain, for any purpose. With a proper application of Hunting, you can do anything from running down deer int he wild to picking a mortal out of the herd for purposes of feeding. This skill also includes manhunting, and can apply to the search for other Kindred.

Hunting
Dot-filled.png Novice: You don't need to club your prey over the head first.
Dot-filled.pngDot-filled.png Practiced: You can find dinner with reasonable ease.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Humans are easy to isolate and feed on.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Once you decide on a target, it's only a matter of time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Human, animal or Kindred - none can escape you.

References:
WW2302 Guide to the Camarilla 70

Hypertech

Details

Most Technos simply employ the devices and Procedures they've been given; you actually comprehend the super-advanced theorems that make science into"magic."While many Unionists know the basics, you understand the concepts in great, intuitive detail. (In Massesspeak, this understanding is similar to the difference between knowing how to use a computer and knowing how to build and program one.) In game terms, this Skill allows you to identify the principles of Technocratic devices, modify them or build your own (see p. 46). At Rank 3 and higher, you begin to understand the warped workings of Ether tech and Virtual Adept toys, and you may modify or employ them as you wish (something most Technocrats find difficult to do). Such things are perversions of science, of course, but you detect the rhyme and reason within them that no mundane scientist could possibly understand.

Hypertech
Dot-filled.png Novice: You know the basic theories.
Dot-filled.pngDot-filled.png Practiced: Esoterica is just another level of the obvious.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You actually understand both Technocratic science and the warped diversions of the Etherites and Virtual Adepts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You're one of the Union's top designers.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Other Technocrats revere you.

References:
WW4014 Guide to the Technocracy 148

Hypnotism

Details

You can place a willing subject into a trance, which lets the practioner gather information or treat psychological problems. To put a subject into a trance state requires an opposed Charisma + Hypnotism roll against the target's Willpower. An unwilling subject may automatically resist simply by expending a Willpower point, so breaking a strong mind may be a very time consuming process. The number of successes indicates how much can be learned or the extent of psychiatric help applied. Hympnotism used in conjunction with various mental Numina or Mind magics may have increased effects, such as programming specific actions to occur at a later time.

Hypnotism
Dot-filled.png Novice: People you entrance probably got road hypnosis even without you.
Dot-filled.pngDot-filled.png Practiced: You can learn some interesting things.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You feel comfortable enough to engage in self-hypnosis.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can read deep into the mind of your subject.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: An entranced mind is like clay in your hands.

References:
WW4254 Sorcerer (Revised Edition) 50

Indoctrination

Details

You are skilled in the methods of indoctrination. This can include brainwashing a First Team into believing they aren't on a suicide mission, or convincing a new executive recruit that Pentex has the best interests of the planet in mind. Indoctrinating someone takes a long time of feeding them the information you want and leading them to mistrust contrary information. Indoctrination is a subtle skill, best used in a controlled-information environment. Its chances of success in a free market of ideas are little, but as the modern media machine has proven, it can still be quite effective. This skill can also come in handy in the field. It can be used to reinforce existing doctrinary beliefs in First Teams, bolstering them for coming combat. The subtle, friendly form of this skill (nightly newscasts) is paired with Charisma, but the forceful use (prisoner "reeducation") is paired with Manipulation. This skill's uses are up to the Storyteller.

Indoctrination
Dot-filled.png Novice: You can sometimes get others to follow the party line.
Dot-filled.pngDot-filled.png Practiced: You usually have no trouble convincing others that your version of the status quo is correct.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can turn friend against friend by raising doctinal disputes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You can easily mold others' emotions and ideas into whatever form you desire.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Big Brother has nothing on you.

References:
WW3066 Freak Legion A Players Guide to Fomori 21

Jetpack

Details

A variation of Pilot, this Skill allows you to strap on a jetpack and fly around without killing yourself. The simple yet delicate controls of most Technocratic (and Etheritie) 'packs are easy enough to employ. The real trick comes with mastering the balance between speed, maneuvering, body position and rawnerve. (The flier's Dexterity +Jetpack rating makes up her dice pool for pursuit, evasion and maneuvers.) A common Trait among high-powered field agents and their SoE rivals, this Skill maybe essential to anyone who wants to fly the Technocratic way.

Jetpack
Dot-filled.png Novice: "Oooooh, shhhhiiiiittttttt!"
Dot-filled.pngDot-filled.png Practiced: Awkward but not endangered.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Confident in the air.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Skillful enough tofight and fly at high speeds.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: The Rocketeer.

References:
WW4014 Guide to the Technocracy 149

Jeweler

Details

WW2302 Guide to the Camarilla 70+ -- You are able to produce saleable pieces of jewelry. You can determine the approximate worth of most jewelry by quick appraisal, but it is easy to make a mistake without in-depth examination.

Jeweler
Dot-filled.png Novice: You took a night school course once.
Dot-filled.pngDot-filled.png Practiced: You treat it as a fairly serious hobby.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You could run a small business.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: This is your chosen career.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You are up there with Cartier.

References:
WW2302 Guide to the Camarilla 70

Journalism

Details

You not only know how to write news stories, but also how to research and discover them in the first place. This Skill also gives you knowledge about the inner workings of a newsroom and a newspaper as a whole. Furthermore, Journalism often provides a familiarity with television news reporting.

Journalism
Dot-filled.png Novice: Hack (TV reporter)
Dot-filled.pngDot-filled.png Practiced: Features reporter
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Investigative reporter
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Editor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Pulitzer Prize winner

References:
WW2302 Guide to the Camarilla 70

Jury-rig

Details

Science is not without a little slack. With a handful of widgets, a bit of breathing room and a combination of brilliance and bullshit, youcan twist the loose ends of science and fix, alter, build or repair mechanical objects. You must have something to work with, and cannot make something radically different or powerful from a heap of scrap metal. Even so, you do possess a knack for taking bits of junk and cobbling them together into a machine that works fora short period of time.

Obviously, you ought to possess several other Traits in addition to this one: Technology, Computer, Gunsmithing, Hypertech, Security, Energy Weapons and many Sciences are practically prerequisites for most improvised gadgets. Although this Skill can help you with various advanced Procedures (see "Abilities and Magic," in Mage: The Ascension), it is not instantaneous, nor is it "magical" in itself. A clever Technocrat, however, can use his technicalknow-how to pull off normally vulgar Procedures in full view of the Masses... solong asthe stunt isn't totally blatant. (Storyteller's Note:Jury-Rig is a Skill, not a Sphere; a character should not be able to use it to perform some obviously impossible feat of engineering.) Oh, and do be careful. The Union frowns on twisting reality's loose ends too freely.

Jury-rig
Dot-filled.png Novice: Basement tinkerer.
Dot-filled.pngDot-filled.png Practiced: Mr. Fixit.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Field gadget-master.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: MacGuyver.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Tony Stark in mirror shades.

References:
W4014 Guide to the Technocracy 149

Klaive Dueling

Details

You have studied the art of klaivaskar, the Garou method of fighting with klaives. Possession of this Skill allows you to choose maneuvers from the Klaive Dueling list (see Chapter Five, pg.#215). Without this Skill, you can still fight with a klaive, but you cannot use the maneuvers listed there.

Klaive Dueling
Dot-filled.png Novice: You know how to hold a klaive.
Dot-filled.pngDot-filled.png Practiced: You've actually used a klaive in a real battle.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You're comfortable with various dueling techniques using a klaive.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You have a firm grasp of the ins and outs of klaive dueling; cubs ask for your instruction.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Warrior everywhere whisper your name and your klaive's name in reverent tones.

References:
WW3806 Players Guide to Garou 181
WW3806 Players Guide to Garou 215

Larceny

Details

Larceny is the talent for living on the lawless side. You have a knack for petty crime, whether slitting purse strings or trying to find a buyer for stolen goods. You make your way by crooked means, and you're comfortable around folks who do likewise.

Larceny
Dot-filled.png Novice: You can pick locks.
Dot-filled.pngDot-filled.png Practiced: You can pick pockets.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can crack safes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: You're a criminal genius.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: You're a mob boss.

References:
WW3700 Werewolf The Wild West 130
WW3800 Werewolf: The Dark Ages 96

Leatherworking

Details

You are able to produce serviceable items of leather, either for sale or for your own use.

Leatherworking
Dot-filled.png Novice: You got a craft kit for your birthday.
Dot-filled.pngDot-filled.png Practiced: You make birthday presents for friends and family.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You sell to local stores.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: People ask for your work by name.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Your picture appears in magazine ads.

References:
WW2302 Guide to the Camarilla 70

Lip Reading

Details

You are able to understand speech without hearing it, just by watching mouth movement. Though you will not pick up on every word, you can usually figure out the gist of a sentence without too much trouble.

Lip Reading
Dot-filled.png Novice: If someone talks slowly and clearly, with exaggerated mouth movement.
Dot-filled.pngDot-filled.png Practiced: If someone talks fairly slowly and you concentrate.
Dot-filled.pngDot-filled.pngDot-filled.png Competent: You can usually comprehend normal conversation.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Even under poor lighting and distance, you can usually make out most of a sentence.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Smoke, night and ventriloquism are no barriers to you. You can even make out foreign languages if you speak them fluently.

References:
WW2301 Vampire Storytellers Companion 24

Lockpicking

Details

You are able to open locks without the correct key or the right combination.

Lockpicking
Dot-filled.png Novice: Simple mortise locks
Dot-filled.pngDot-filled.png Practiced: Cylinder locks and basic security locks
Dot-filled.pngDot-filled.pngDot-filled.png Competent: Advanced security locks
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Expert: Safes
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Master: Fort Knox

References:
WW2302 Guide to the Camarilla 70

Maieusis

Details

This rare skill enables a practitioner to bring out memories lost in the recesses of another's soul. Called "the midwife's art," it involves questions, ritual dialogue and the pronunciation of syllables whose meaning is obscure. The player must specify how many levels of Mnesis he wishes to evoke in the subject, or how many memories he wishes the subject, or how many memories he wishes the subject to recall, and the two participants must speak the same language (usually the Dragon's Tongue). The subject must have the Mnesis to do this, or the potential to remember the subjects involved. The practitioner must spend a number of hours equal to the level of Mnesis desired to call out the memory, then make a Manipulation + Maieusis roll. The difficulty is 6 or ordinatry memories, 7 for Mnesis, and 8 for diffcult or obscure subjects. For each success, one memory is recalled.

Maieusis is a daring art. Memories long forgotten can emerge, and a soul be made anew. The Unshading sometimes send lawbreakers to receive the midwife's art rather than die, hoping that their memories will contain enough righteousness to return them to good. It is said that the Fallen have been overcome with grief when subjected to Maieusis, realizing the horrors that they have become, and have died voluntarily in their remorse.

Maieusis
Dot-filled.png You can remind your partner of that night in Rio.
Dot-filled.pngDot-filled.png You can bring new insight to people.
Dot-filled.pngDot-filled.pngDot-filled.png You are known as a lover of wisdom.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are revered as a teacher/counselor.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Watch out for the hemlock...

References:
WW3081 Mokole 53

Mechanic

Details

You are a jack-of-all-trades with a particular affinity for mechanical devices, and can jerry-rig or repair just about anything mechanical, given the right tools and materials.

Dot-filled.png You can fix a broken doorbell.
Dot-filled.pngDot-filled.png You can fix a lawnmower or scratch-build a doorbell.
Dot-filled.pngDot-filled.pngDot-filled.png You can fix a car or build an automatic garage door.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can fix a high-performance car or rebuild an engine.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can fix, build or improve almost anything.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 31
WW7100 Player's Guide for Changeling the Dreaming 44

Meditation

Details

Concentration and dedication are paramount in the working of magic, and a little serenity doesn’t hurt either. Through Meditation, a character centers her mind, stills her thoughts and casts off the cares of the world for a time. Meditation allows characters to focus their thoughts and concentrate on specific problems or tasks. Thus, they draw their awareness inward to ignore harsh conditions or injury.

Meditation
Dot-filled.png Those gurus on the street sure make it look easy, right?
Dot-filled.pngDot-filled.png Meditation helps sometimes when you’re agitated.
Dot-filled.pngDot-filled.pngDot-filled.png A staple of your lifestyle, meditation keeps your mind clear.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Even under highly adverse conditions, you can find your center.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could practice Zen archery unruffled in the midst of a raging firestorm — with your teeth.

References:
WW4600 Mage: The Ascension (Revised) 111
WW6600 Wraith: The Oblivion (2nd Ed) 123
WW7308 Land of Eight Million Dreams 89

Microgravity Operations

Details

Deep space, damaged ships and ancient Constructs all lack the familiar gravity of Earth. While most people would founder in such conditions, the Union needs explorers in all locations. Training with vacuum suits, underwater tanks and actual spacewalks provides the necessary experience to handle delicate maneuvering in microgravity. Some people mistakenly call this sensation "Zero G" — there's no such thing, of course, since gravity stretches everywhere in the universe, but that technicality is hardly a comfort to someone floating in the dark void.

With Microgravity Operations, you can handle yourself in low- or near-zero-gravity situations. You don't bounce off walls aimlessly, and you can keep your bearings despite the lack of "up" and "down." Against less-skilled opponents, you can even use gravity to your advantage, hopping off walls and vectoring unexpectedly.

When in low gravity, inexperienced characters cannot use more dice from any physical Abilities than their ratings in Microgravity Operations. Thus, if you have 3 in Energy Weapons but only 1 in this Skill, you can only use one die (plus your normal Attribute dice) for the roll. This penalty doesn't affect knowledge, magic, devices or Enlightened Science, of course.

Microgravity Operations
Dot-filled.png Don't hyperventilate and don't throw up.
Dot-filled.pngDot-filled.png As long as you're on a tether, you're fine.
Dot-filled.pngDot-filled.pngDot-filled.png You can spacewalk with some competence.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Three-dimensional movement is not out of the question.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You've been in space for so long, you probably don't even remember gravity.

References:
WW4014 Guide to the Technocracy 150

Mining

Details

Nockers have made their living beneath the earth since time immemorial. With a hammer and pix-axe in hand, you can tunnel through mundane or chimerical rock at an amazing speed. You can cut a nocker-sized tunnel through almost any substance (at the rate of one meter per hour for each success achieved on a Dexterity + Mining roll). The difficulty of mining varies depending on the substance's hardness (anything from 4 for clay to 10 for the hardest rock). You also know how to buttress your tunnels to prevent them from collapsing, and how to extract precious metals and gems from the rock without damaging them. You are also highly adept at moving through low tunnels, and can use this Skill to determine direiton underground. Nockers with this Skill are even familiar with the kith's rich reserves of mining lore.

Most nockers have at least some familiarity with mining, even if they don't possess this Skill, and look askance at their fellows who have never dirtied their hands in a mine.

Mining
Dot-filled.png You can find your way around your own freehold.
Dot-filled.pngDot-filled.png You are learning, but still become lost in strange tunnels.
Dot-filled.pngDot-filled.pngDot-filled.png You are well-trained and capable of making your own way underground.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png There is rock dust in your veins. You can dig a tunnel through anything, given time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png One of the greatest practioners of the craft. You believe you could tunnel your way back to Arcadia.

References:
WW7052 Kithbook: Nockers 55

Misdirection

Details

Misdirection deals with distracting people from what you are trying to do. By making your subject focus his concentration elsewhere, you can steer him away from a subject of interest. The subject of interest could be anything from what you are doing to an object sitting in plain sight.

Misdirection
Dot-filled.png "Hey, your shoelace is untied!"
Dot-filled.pngDot-filled.png You're real good at card tricks.
Dot-filled.pngDot-filled.pngDot-filled.png You can make a living at misdirecting people.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png People give you things and then forget that they did.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Strangers forget that they ever met you.

References:
WW4050 Book of Shadows Mage Players Guide 23
WW6007 Wraith Players Guide 46

Mnesis Emulation

Details

This strange knowledge may be learned only by Mokolé. It enables a Mokolé to "learn" almost any skill or knowlege that could have been known to an ancestor.

The Mokolé must meditate on the ability desired and enter a Mnesis trance. The trance is usually not long - perhaps one night. Finally, she makes a Mnesis + Mnesis Emulation roll, difficulty 7. For every two successes, the seeker gains a dot in the given Ability for one day (rounding up); she may spend dots to increase the duration, however. For instance, five successes could give hera skill of 3 for one day or a skill of 1 for three days. Mnesis Emulation cannot grant any supernatural abilities (such as Gifts, rites or powers of other Awakened creatures).

Mnesis Emulation
Dot-filled.png You can call up a hint of memory.
Dot-filled.pngDot-filled.png You can usually see the right place and time.
Dot-filled.pngDot-filled.pngDot-filled.png You have something to say to everyone.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are at home everywhere.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can imitate anyone who has ever lived.

References:
WW3081 Mokole 53

Music

Details

You can create and play music; you know how to play one instrument for every rating point you have. Of course, the higher your rating, the better you are at playing your instruments, especially the first instruments you learned. This is the ability to create music -the higher your rating, the greater your musical ability. You should decide what instruments you play.

Music
Dot-filled.png With effort, you can play a few simple chords.
Dot-filled.pngDot-filled.png You could play rhythm guitar in a garage band.
Dot-filled.pngDot-filled.pngDot-filled.png You could make a decent living playing the club circuit.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could play lead guitar on a 30-country tour.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Wolfgang Amadeus Mozart

References:
WW2002 Vampire The Masquerade (2nd Edition Text Only) 93

Networking

Details

It's not what you know, it's who you know. And you know how to work those connections for all they're worth. If you're stranded in new circumstances without a network of contacts, you can make one with a little time and effort. It's all in how you play the game....

This Trait allows you to pull together a net of resources: lists, libraries, data banks, receptionists, specialists and informants. These aides won't actually act on your behalf (aside from a dropped word or two), but they're invaluable when you're trying to find something (Perception + Networking), accomplish something (Manipulation + Networking) or win someone over (Charisma or Appearance + Networking). The more obscure the fact, item, person or feat is, the higher the difficulty of the roll becomes.

Networking takes time and access. You can't just do it from the street unless you've got a cellular phone and a few hours to spend on it. A Background like Contacts, Mentor or Spies would most likely represent an established network.

Specialties:

Networking
Dot-filled.png You know how to use a phone book and a library.
Dot-filled.pngDot-filled.png Sweet-talking operators and secretaries is a cinch.
Dot-filled.pngDot-filled.pngDot-filled.png You know the right people to talk to, and you know how to find them.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png With two hours and a phone, you can work miracles.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png "How'd youget Salman Rushdie's address?"

References:
WW4014 Guide to the Technocracy 150

Origami

Details

Origami is the Japanese art of paper folding. The term has become more generalized in modern times to be inclusive of all folding practices regardless of country of origin. The goal is to transform a flat square sheet of paper using folding and sculpting techniques into a finished sculpture.

The small number of basic origami folds can be combined in a variety of ways to make intricate designs. The best-known origami model is the Japanese paper crane. In general, these designs begin with a square sheet of paper whose sides may be of different colors, prints, or patterns.

Origami
Dot-filled.png You can make very basic simple folds.
Dot-filled.pngDot-filled.png Paper Cranes are your jam.
Dot-filled.pngDot-filled.pngDot-filled.png You have several techniques well known to your hands.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Your friends, family, and acquaintences all know you are the goto folder.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Even the masters look to you for tips.

References:
WW3063 Hengeyokai Shapeshifters of the East 171

Parachuting

Details

You know how to use a parachute, both for sport and for other purposes.

Parachuting
Dot-filled.png Weekend jumper
Dot-filled.pngDot-filled.png Reservist
Dot-filled.pngDot-filled.pngDot-filled.png Airborne regular
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Special Forces or sport instructor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Special Forces instructor or sport champion

References:
WW2302 Guide to the Camarilla 70

Photography

Details

You know how to use a camera to produce quality and artistic pictures. You also know how to process photographic materials.

Photography
Dot-filled.png Local club member
Dot-filled.pngDot-filled.png Local club prizewinner
Dot-filled.pngDot-filled.pngDot-filled.png Semi-pro; you sell some pictures.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Professional photographer
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png One of the best

References:
WW2302 Guide to the Camarilla 70

Pickpocket

Details

You are able to remove objects from someone else’s clothing and body without the person’s knowledge. You generally bump into the person to distract her as you remove the object.

Pickpocket
Dot-filled.png You can take wallets in a dense crowd.
Dot-filled.pngDot-filled.png You can take a wallet from an inside pocket.
Dot-filled.pngDot-filled.pngDot-filled.png You can take a keychain from a trouser pocket.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can take a watch while shaking hands.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can take anything from anywhere.

References:
WW2302 Guide to the Camarilla 70

Pilot

Details

You can operate a flying machine. Note that your skill limits the types of aircraft you can fly. A glider pilot (one dot) cannot fly a helicopter (requiring four dots).

Pilot
Dot-filled.png Club member; hang gliders only
Dot-filled.pngDot-filled.png Club champion; gliders and small aircraft only
Dot-filled.pngDot-filled.pngDot-filled.png Professional or club instructor; commercial airplane license
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Military or display pilot; helicopter pilot; any type of commercial aircraft
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Top Gun

References:
WW4014 Guide to the Technocracy 151

Police Procedure

Details

WW2206 Vampire Players Guide (2nd Edition Text Only) 32 You know the general techniques and procedures employed by law enforcement authorities, and may utilize them yourself (especially if you were once a police officer).

Police Procedure
Dot-filled.png Recruit
Dot-filled.pngDot-filled.png Patrol officer
Dot-filled.pngDot-filled.pngDot-filled.png Detective
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Police lieutenant
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Only a master criminal would need to know this much.

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 32

Portents

Details

Once per story, you may attempt a divination roll. You must have appropriate tools (I Ching, Tarot cards, compass, oracle bones, star charts, even a computer program), and the process takes a minimum of 30 minutes, asyou scan the heavens for omens, toss oracle bones, or shatter ideograph-painted human skulls. You may either attempt a general reading ("What do the stars hold?") or ask a specific question. The Storyteller assigns a difficulty, basedon the general intent of your question (if any), and then allows you to roll Perception + Portents. Success means that the Storyteller gives you some sort of clue or hint; the greater the success, the more exact the answer, though it is always cryptic.

Thus, if the Storyteller knows that the characters' territory will soon suffer an invasion of Camarilla Kindred led by a crazed (and therefore vulnerable) Malkavian, she might say something like: "White Bone Dragon strikes at the Jade Dragon's flank. Enter the Bone Dragon's maw, and its head will strike its tail in confusion."

Portents
Dot-filled.png "The bird flew south? Uhm.. .good luck tomorrow."
Dot-filled.pngDot-filled.png Neighbors ask you to perform I Ching readings.
Dot-filled.pngDot-filled.pngDot-filled.png Mothers for miles around ask you to interpret their newborns' horoscopes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could have a column in a major newspaper.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Your predictions make and break banks, stock markets...and military campaigns.

References:
WW2900 Kindred of the East 84

Pottery

Details

You are able to make and fire ceramic items, either for artistic or practical purposes.

Pottery
Dot-filled.png Hobbyist
Dot-filled.pngDot-filled.png Enthusiastic hobbyist; night school student
Dot-filled.pngDot-filled.pngDot-filled.png Professional; night school Instructor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Craftsperson; growing business
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Household name

References:
WW2302 Guide to the Camarilla 70

Psychoanalysis

Details

You are skilled in diagnosing and treating mental ailments (such as Derangements) without resorting to the use of behavior-altering drugs. Even Freud couldn’t cure people in a single session, so be patient! No amount of Psychoanalysis can cure a Malkavian’s initial derangement.

Psychoanalysis
Dot-filled.png A shoulder to cry on
Dot-filled.pngDot-filled.png Volunteer counselor
Dot-filled.pngDot-filled.pngDot-filled.png Professional counselor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Qualified psychoanalyst
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Freud

References:
WW2302 Guide to the Camarilla 70

Repair

Details

You are able to repair simple or complex devices of all sorts. This includes doors, cars, and even computers. Mastery in this skill means you are a jack-of-all-trades. This skill covers everything from simple carpentry to mechanics. Given the proper tools, you can fix almost anything.

Repair
Dot-filled.png You can assemble ready-made kits.
Dot-filled.pngDot-filled.png With proper time you can wire a house.
Dot-filled.pngDot-filled.pngDot-filled.png You save quite a few dollars in mechanics' fees.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are able to repair personal computers within minutes.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png If it's broke, you can fix it.

References:
WW6600 Wraith: The Oblivion (2nd Ed) 124

Research

Details

Anyone who wants to find a specific piece of information needs this Knowledge. Research and the right materials can help you find almost anything that anyone's ever written down. Many research projects involve extended rolls and several nights' work, and some things may not be in the most accessible of libraries.

Research
Dot-filled.png You are familiar with public libraries and Web search engines.
Dot-filled.pngDot-filled.png You may work part-time as a research assistant. You know how to use Gopher and FTP systems, as well as several obscure hardcopy filing methods.
Dot-filled.pngDot-filled.pngDot-filled.png You are familiar with some private archives in your areas of study.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png With time, you can find almost anything you need to know.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are virtually a walking cross-reference library, and know where to start looking before the question has been fully phrased.

References:
WW2301 Vampire Storytellers Companion 30

Ride

Details

You can climb onto a riding animal and stand a good chance of getting where you want to go without falling off, being thrown or having anything else unpleasant happen to you. This Skill can also be combined with Mental Attributes to reflect your working knowledge of the relevant trappings and equipment.

Ride
Dot-filled.png Pony club member; dude ranch vacations
Dot-filled.pngDot-filled.png Pony club champion; weekend cowboy
Dot-filled.pngDot-filled.pngDot-filled.png Pony club instructor; professional cowboy
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Showjumping champion; rodeo star
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Stunt rider

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 33

Scuba

Details

You are proficient in the use of an aqualung (unnecessary for the Kindred), and are familiar with the many dangers of diving (such as sharks and the bends).

Scuba
Dot-filled.png Once a year, on vacation
Dot-filled.pngDot-filled.png Local club member
Dot-filled.pngDot-filled.pngDot-filled.png Instructor
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Pro diver
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Navy SEAL

References:
WW2302 Guide to the Camarilla 70

Singing

Details

You can sing over a wide range, with a variety of styles and techniques.

Singing
Dot-filled.png You stand out when the family gathers around the piano.
Dot-filled.pngDot-filled.png You could get lead roles with local amateur societies, or become a lead singer with a garage band.
Dot-filled.pngDot-filled.pngDot-filled.png You could get a choral part on the professional stage, or get a recording contract.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You could get a lead on Broadway or a record on the charts.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png They’ll be playing your CDs 20 years from now.

References:
WW2302 Guide to the Camarilla 70

Skiing

Details

You can travel on skis for sport or transportation with little chance of a mishap. You can read snow, and know where it is safe and where it is not — under most circumstances.

Skiing
Dot-filled.png Vacation skier
Dot-filled.pngDot-filled.png Enthusiast
Dot-filled.pngDot-filled.pngDot-filled.png Ski bum
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Hotdogger, ski champ, Arctic forces
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Olympic medallist, elite forces

References:
WW2302 Guide to the Camarilla 70

Sleight Of Hand

Details

The quickness of your hands can deceive the eyes of others. You can perform magic tricks and other feats of legerdemain.

Sleight Of Hand
Dot-filled.png Card tricks at Christmas
Dot-filled.pngDot-filled.png Children’s parties
Dot-filled.pngDot-filled.pngDot-filled.png Stage magician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png TV magician
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png A legend in your own time

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 33

Soulforging

Details

You have acheived the knowledge of how to turn human souls into something useful by the application of brute force and open flame. Not only can you turn a human soul into something else, you have a good sense for what a particular Corpus would function best as.

Soulforging
Dot-filled.png You know which end of the hammer to grab.
Dot-filled.pngDot-filled.png You can make a tea tray without injuring yourself.
Dot-filled.pngDot-filled.pngDot-filled.png Swords aren't beyond your skill.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can make anything, from any one, at any time.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Lord Nhudri, I didn't recognize you...

References:
WW6300 Guildbook: Artificers 51

Soulshaping

Details

You have trained long and hard at the arts of skillfully shaping plasm into decorative yet functional forms. This includes the capacity to judge what modifications would best suit any given client, and also the ability to carefully craft wraiths into inanimate objects. you can also evaluate a wraith's Moliations, learning the approximate skill level of the Masquer responsible. This Skill also imparts a working knowledge of Masquer signatures and current fashions in Moliate.

Soulshaping
Dot-filled.png You can smooth out wrinkles without hurting anyone.
Dot-filled.pngDot-filled.png You've dipped your fingers into plasm more than once.
Dot-filled.pngDot-filled.pngDot-filled.png You know all the basics and are developing a signature style.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png The intricacy of your work astounds and delights clients and casual observers alike.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png The Deathlords vie to employ your talents.

References:
WW6011 Guildbook: Masquers 44

Speed Reading

Details

Through practice, you have developed the ability to read and absorb large quantities of written material in a short time.

Speed Reading
Dot-filled.png The New York Times in an hour
Dot-filled.pngDot-filled.png A novel in two to three hours
Dot-filled.pngDot-filled.pngDot-filled.png A textbook in two to three hours
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png A fat textbook in two to three hours
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png War & Peace in two to three hours

References:
WW2302 Guide to the Camarilla 70

Storytelling

Details

You are skilled in the art of telling a story in an entertaining manner, whether for pastime or profit. People enjoy listening to you, and you have a gift for using words in an evocative manner for an appreciative crowd.

Storytelling
Dot-filled.png You remember the punchlines to jokes and can relate anecdotes.
Dot-filled.pngDot-filled.png Typical campfire and urban legendfare, but you're always asked for them.
Dot-filled.pngDot-filled.pngDot-filled.png You're frequently asked to tell stories and some people even leave tips.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You're in demand and have entertained large crowds.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can keep an audience spellbound for as long as your voice holds out.

References:
WW6007 Wraith Players Guide 48
WW7100 Player's Guide for Changeling the Dreaming 46

Temporal Sense

Details

You have the natural affinity for the quirky, timeless existence of the sidhe. Time may flow backward, speed up or slow down, buy you are able to maintain your equilibrium. This is a predominantly passive Skill, allowing coexistence with, but not control over, the various idiosyncrasies of fae time. This Skill is especially important to the sidhe and to fae who wield the Chronos Art.

Temporal Sense
Dot-filled.png You usually keep appointments.
Dot-filled.pngDot-filled.png You can keep time to music.
Dot-filled.pngDot-filled.pngDot-filled.png You don't need a watch.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You have an internal chronometer.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Time is your slave.

References:
WW7006 Nobles: The Shining Host 74

Torture

Details

You know how to inflict pain. Your ability is so precise as to be a science. You are capable of interrogating prisoners through torture and prolonging their suffering, keeping them barely alive — or undead.

Torture
Dot-filled.png You know how to hurt people in different ways.
Dot-filled.pngDot-filled.png You are good at causing extreme pain and can keep someone alive for interrogation purposes.
Dot-filled.pngDot-filled.pngDot-filled.png You are equal to a military torturer. You can create pain never experienced by most.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are equal to a professional torturer. You are able to get almost any information you want out of your subject.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You are an artist and a scientist of pain and suffering.

References:
WW4014 Guide to the Technocracy 152
WW8113 Hunter Book: Wayward 79

Tracking

Details

You can identify the trail of an animal or person, and follow it under most conditions. The difficulty of such a feat varies according to the conditions - following fresh tracks in deep snow is easier than follow ing week-old tracks across a concrete sidewalk!

Tracking
Dot-filled.png Boy Scout
Dot-filled.pngDot-filled.png Eagle Scout
Dot-filled.pngDot-filled.pngDot-filled.png Hunter
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Indian tracker
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Grizzly Adams; Tonto

References:
WW2302 Guide to the Camarilla 70

Traps

Details

You know how to set various types of traps according to the type of game you want to catch.

Specialties: Specific Species, Deadfalls, Pits

Traps
Dot-filled.png Boy Scout
Dot-filled.pngDot-filled.png Weekend survivalist
Dot-filled.pngDot-filled.pngDot-filled.png Outdoorsman
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Mountain man
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Grizzly Adams

References:
WW2206 Vampire Players Guide (2nd Edition Text Only) 34

Vamp

Details

You can use your seductive means to get any information from anyone. Whether you’re acting out the role of the empathetic girlfriend, the barroom floozy, the loving wife or the adventurous mistress, you know how to please. You can be subtle or overt, coy or wanton, depending on what promises the best results, and you can interpret your subject’s turn-ons to better accomplish your seduction. If the vampire practicing this Skill actually goes through with the acts he suggests, he may need to spend blood points to function properly; see Vampire: The Masquerade, pages 138-9 for details.

(Note: This Skill relates only to using sex to achieve an end. Being charming, alluring or desirable is an application of Empathy, Expression, Performance or Subterfuge, likely coupled with Appearance or Charisma. Only the dullest of victims may fail to realize the carnal pleasures proposed by a user of this Skill, and many vampires consider its use distasteful or vulgar, as they no longer concern themselves with such base mortal acts, especially among the Sabbat.)

Vamp
Dot-filled.png You know how to gain a partner’s interest and extract information without being blatantly

obvious.

Dot-filled.pngDot-filled.png You perceive the subtle innuendoes in determining what a partner likes, and you use this insight to extract information.
Dot-filled.pngDot-filled.pngDot-filled.png From talking to someone for a few minutes, you can determine his fantasies. You enact

them with skill often withdrawing vital information easily and within the context of your role-playing games.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png You can discern your mark’s ultimate fantasies, enacting dialogue and mannerisms

perfectly. Your partner usually becomes obsessed with you, and the sap may tell you anything.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Some wonder if you are too good to be true; a veritable succubus or incubus.

References:
WW2303 Guide to the Sabbat 88

Webworking

Details

As per the Bygone Power - Webbing: The spider's web traps the unwary fly — the more it struggles, the more certain is its doom. Like the spider, you can entrap your enemies in webbing, a magical beard, sticky saliva or some other substance.

Although this Advantage is innate, complex web-weaving must be learned; consider Webworking a Skill, one that only silk-spinners can purchase. A good Dexterity + Webworking roll will allow you to: Difficulty Feat

Standard webbing has six soak dice and three Health Levels.

To escape your trap, a victim must make three or more successes on a Strength roll with an 8 difficulty (or, for more complexity, make a resisted roll pitting the character's Strength against a Strength 8 web. At the Storyteller's discretion, weaker (or stronger) webbing may lower (or raise) the difficulty of escape.

Difficulty Feat
5 Able to use only one Art.
6 Craft large webs
7 Snare foes.
8 Grab objects at a distance, or block entrances


References:
WW4802 Bygone Bestiary 120