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Carnamagos
Vice Captain

PostPosted: Wed Jul 13, 2011 1:32 am


Placeholder
PostPosted: Wed Jul 13, 2011 1:40 am


TALENTS

Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience - with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a dot or so of Brawl), these things can't be learned from a book or mail-order course. If you try an action involving a Talent your character doesn't possess, there's no penalty to your basic Attribute dice pool; these Abilities are so intuitive that virtually everyone has some degree of capacity in each one.

ALERTNESS
Kincaid held up a finger, and the other vampires whispering in the darkened foyer immediately fell silent. "Lady Anna is coming." he murmured. He cupped one hand to his ear, then nodded. "She's maybe two blocks away and there's no other traffic on the street." He smiled a smile with razored edges. "That custom Rolls of hers, there's no mistaking it. Now shut up and get ready to welcome her in, you idiots."
This is your basic knack for noticing things that go on around you, even when you're not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
Novice: You're no mindless drone.
•• Practiced: Habitual eavesdropper
••• Competent: You keep a sharp eye on your surroundings.
•••• Expert: Whether from paranoia of good sense, you are rarely caught off guard.
••••• Master: Your senses are on par with those of a wild animal.
Possessed by: Hunters, Bodyguards, Security Personnel, Journalists, Burglars
Specialties: Noises, Eavesdropping, Ambushes, Hidden Weapons, Crowds, Forests, Animals

ATHLETICS
Ronnie took a running leap and hit the chain-link fence climbing. He could still hear the hooting and laughter of the gang behind him, and the sound shot more adrenaline into his aching muscles. But he'd done this a thousand times, and he was over the fence in record speed. As he raced further down the alley, he tried to clear his head. reassuring himself that there was no way those muscleheads could climb at quickly at he could. He'd bought himself a little more time; it was just a matter of putting it to use.
Then he heard the gut-wrenching sound of metal wire being torn apart....

This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports and the like; however, it doesn't cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
Novice: You had an active childhood.
•• Practiced: High-school athlete
••• Competent: Professional athlete
•••• Expert: Top-notch in your sport
••••• Master: Olympic medalist
Possessed by: Athletes, Enthusiasts, Park Rangers, Jocks, Kids
Specialties: Swimming, Rock-Climbing, Acrobatics, Dancing, Endurance Running, specific sports

BRAWL
Lucita neatly snapped her knuckles into the prince's neck — one — then plunged her fingers precisely into his eye sockets — two. One-two, quicker than a child could draw breath and harder than any mortal could strike.
She smiled tautly as the formerly regal Cainite clawed in panic at his ruined eyes and crumpled windpipe. No sight, no voice and no chance to invoke his otherworldly, hypnotic majesty. Now she could do the rest at her leisure.

The Brawl Talent represents how well you light in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial-arts training or simply from plenty of experience — either type can make you a dangerous adversary. Effective brawlers are coordinated, resistant to pain, quick, strong and mean; the willingness to do whatever it takes to hurt your opponent wins plenty of fights.
Novice: You were picked on as a kid.
•• Practiced: You've seen the occasional barroom tussle.
••• Competent: You've fought regularly and routinely and generally walked away in better shape than your opponents.
•••• Expert: You could be serious contender on a boxing circuit.
••••• Master You can kill three men in four seconds.
Possessed by: Military, Police, Roughnecks, Thugs
Specialties: Boxing, Wrestling, Dirty Fighting, Kicks, Ka-rate, Judo, Muay Thai, Throws, Submission Holds

DODGE
Beckett cursed as the bullets struck the wall over his head, sending hot chips of brick into his hair. He launched himself sideways, rolling behind the dumpster not as the rounds cut into where he had been standing. Typical, he thought Saguryev's minions are as subtle as he is. He flexed his fingers and growled as the black talons glided out of his fingertips. Let's see if they're slower.
As it turned out, they were.

The first rule of self-preservation, this Talent covers your ability to avoid blows, missile fire or even oncoming cars. Dodge entails taking cover, ducking punches or any other methods of getting out of harm's way.
Novice: You can reflexively duck and cover your head.
•• Practiced: You've weathered a self-defense class.
••• Competent: You can evade thrown rocks, maybe even knives.
•••• Expert: It'd take a skilled brawler to land a punch.
••••• Master: You can virtually sidestep bullets on open ground.
Possessed by: Police, Criminals, Brawlers, Boxers, People in Bad Neighborhoods
Specialties: Cover, Sidestep, Footwork, Leap

EMPATHY
"I mean," the young woman gesticulated, "how the hell was I supposed to take care of that baby? How could I?" She dabbed at her eyes with her napkin, then stared guiltily into her cup. "Oh my God. Look at me, breaking down right in the coffeehouse. You've got to think I'm so stupid."
"No, no," her companion said gently. "Please, don't. Here." He stood and offered her his hand. "Why don't we go somewhere a little less public, and you can get it all off your chest there?" She looked up and smiled a little at that, and the smile he returned her was nothing short of dazzling.

You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are an easy kind at discerning motive, and might be able to pick up on when someone's lying to you. However, you may be so in tune with other people's feelings that your own emotions are affected.
Novice: You lend the occasional shoulder to cry on.
•• Practiced: You can sometimes literally feel someone
else's suffering.
••• Competent: You have a keen insight into other people's motivations.
•••• Expert: It's almost impossible to lie to you.
••••• Master: The human soul conceals no mysteries from you.
Possessed by: Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends
Specialties: Emotions, Personalities, Motives, Gaining Trust

EXPRESSION
"By the Blood, Laveaux, compose yourself. Victoria's little ditty hardly merits consideration, let alone a blood hunt — notwithstanding lyrics which could indeed be interpreted as. ..satirical. A bit..tawdry for my tastes," the prince sniffed, "but scarcely a violation of the Masquerade."
"Billboard #8?!? Millions of kine are mocking me — in their automobile's, in their nightclubs, on their damnable electronic phonographs. I shall be a laughingstock in—"
"Elysium, Laveaux. Elysium. Hardly the place for such histrionics. Remember where you are? Anyway," the prince said airily, the faintest of smiles creasing his visage, "it can hardly be true, can it? That stanza about you and the—"
Laveaux stormed away, gnashing his fangs in fury, as the harpies tittered behind him.

This is your ability to get your point across clearly, whether through conversation, poetry or even email. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed it worthless). They might also be talented actors, skilled at conveying moods or feigning emotion with every gesture. Additionally, tins Talent represent your ability for poetry, creative writing of other literary art forms.
Novice: Your talent has matured past crude poetry on notebook paper.
•• Practiced: You could lead a college debate team.
••• Competent: You could be a successful writer.
•••• Expert: Your work is Pulitzer material.
••••• Master: A visionary such as yourself comes along only once in every generation.
Possessed by: Actors, Writers, Poets, Politicians, Journal-ists, Instructors, Rabble-Rousers
Specialties: Acting, Poetry, Fiction, Impromptu, Conversation

INTIMIDATION
Lucita audibly drew a breath, and something seemed to gather around her. Something...palpable. Her gaze settled on one of the black-clad bodyguards, then the other, but lingered for no more than a second on each. Both men grew very pale; one tried weakly moving his hand toward his shoulder holster, but stopped almost instantly a the sound of her voice. "I said this conversation was private. Leave. Now."
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. You know the right method for each occasion, and can be very...persuasive.
Novice: Crude teenage bully
•• Practiced: Mugger
••• Competent: Drill sergeant
•••• Expert: Your air of authority cows casual passersby.
••••• Master: You can frighten off vicious animals
Possessed by: Bullies, Executives, Military Officers, Thugs, Bouncers, Gangsters, Sabbat
Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail

LEADERSHIP
Kincaid stomped across the makeshift stage and shook, one fist above his head "Are you going to go to one knee and offer your neck to your butcher, just because he says Father Knows Best? Are you going to pour your heart's fire between the decayed lips of the ancients?" Enthusiastic, powerful cries of "No!" shook the stage, but Kincaid went on as if he couldn't hear them. "Who will inherit this world, this night, this future? Those who have already seen a millennium or two — or those who can do something with their immortality? ARE YOU WILLING TO FIGHT FOR YOUR FREEDOM?"
The answer was a chorus of bone-rattling shouts. Kincaid screamed more fiery words into the crowd, but his heart was cold as ice, except for a growing flame of gloating satisfaction — and anticipation.

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.
Novice: Captain of your Little League team
••Practiced: Student body president
••• Competent: An effective CEO
•••• Expert: Presidential material
••••• Master: You could be the lord and master of a nation.
Possessed by: Politicians, Princes, Managers, Executives, Military Officers, Police
Specialties: Oratory, Compelling, Friendly, Open, Noble, Military, Commands

STREETWISE
In full daylight, the spraypaint would have had a distinctly neon glare. In the dim light of the streetlight's periphery, it was dull and heavy. Nonetheless, the young man in gang colors was studying it intently. "Yeah, I know that tag," he finally said. He shook his head "That's a badass marker. The Green Nails. Vietnamese. The kind of gang you never hear about on the damn cop shows, but the ones nobody in their right mind ******** with."
The older man, his impeccable suit very out of place in the alleyway, merely nodded. "Yes, precisely. And very, very suitable for our purposes."

The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively with the local scene, pick up gossip, understand slang or even dabble in criminal doings.
Novice: You know who sells drugs
•• Practiced: You're accorded respect on the street.
••• Competent: You could head your own gang.
•••• Expert: You have little to fear in even the worst neighborhoods.
••••• Master: If you haven't heard it, it hasn't been said.
Possessed by: Criminals, Homeless People, Reporters, Detectives, Vice Squads, Sabbat
Specialties: Fencing, Illegal Drugs, Illegal Weapons, Rumors, Gangs, Pickpocketing, Local Slang

SUBTERFUGE
"I mean — I can't promise anything, and I have too much respect for you to give you the usual BS. Who can tell what the future holds?" David looked up, met Linda's gaze across the low table. "But it is different when I'm with you. To be honest—" David's voice almost cracked with emotion. "I don't know if I ever have been in love, really, but this feels like it could, well..."
Wordlessly, Linda slid across the couch, took David's hand in hers, and pressed her forehead to his shoulder.
Ah, the kine are even more unchanging than we, despite their vaunted "progress." David — Dar-Inku in another time — recalled other, similarly meaningless phrases, spoken in Greek, in Aramaic and Chaldean, in the baths of Rome and among the pillars of ruined Nineveh. A true master of the Jyhad, he mused, needs no mind-tricks to beguile a vessel.

You know how to conceal your own motives and project what you like. Furthermore, you can root out other people's motives, then use those motives against them. This Talent defines your talent for intrigue, secrets and double-dealing: mastery of Subter-fuge can make you the ultimate seducer, or a brilliant spy.
Novice: You tell the occasional little white lie.
•• Practiced: Vampire
••• Competent: Criminal lawyer
•••• Expert: Deep-cover agent
••••• Master: You're the very last person anyone would suspect.
Possessed by: Politicians Lawyers, Vampires, Teenagers, Con-Men, Pick-up Artists
Specialties: Seduction, Impeccable Lies, Feigning Mortality

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed Jul 13, 2011 1:46 am


SKILLS

Skills are Abilities learned through training, apprentice-ships or other instruction. If you try to perform an action involving a Skill in which you have no rating, your difficult is increased by one. An unskilled worker just isn't as effective as someone who might have lower Attributes but an understanding of what the procedure entails.

ANIMAL KEN
The two men by the limousine were engrossed in their conver-sation, and never saw the movement in the shadowy alley behind them. They didn't see the hideous creature in the tattered trenchcoat kneel by the sewer grating, nor did they hear the low, susurrant call that drifted down below the street.
But when the rats came boiling out of the alley by the hundreds, they noticed.

You can 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.
Novice: You can get a domesticated horse to let you pet it.
•• Practiced: You can housebreak a puppy.
••• Competent: You could train a seeing-eye dog.
•••• Expert: Circus trainer
••••• Master: You can tame wild beasts without benefit of supernatural powers.
Possessed by: Farmers, Animal Trainers, Zookeepers, Park Rangers, Pet Owners Domitors
Specialties: Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry

CRAFTS
Jules gestured with unconcealed pride at the wall hanging. "Look there. The original Bayeux Tapestry, stolen away from Britain and replaced with a common forgery. Oh, how the mortals would panic, if we let them discover the truth!"
"Yours is the forgery," Carmelita said quietly, hiding all but a hint of her smile. Jules' normally ashen face paled into eggshell-white, but she continued. "Double-check the edges, Jules. The threads are tied in several places in knots that are distinctly 13th-century, and the dyes have been chemically faded." Then she looked at his stricken expression, and laughed "Oh, poor dear! I'm so sorry. Here, pretend I didn't say anything."

This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherwork, weaving or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialization in Crafts, even though you retain some skill in multiple fields.
Novice: High-school wood shop
•• Practiced: You're starting to develop your own style.
••• Competent You could make a living at your work.
•••• Expert: Your work might be featured in college-level textbooks for your field.
••••• Master: Your artistry is virtually without peer.
Possessed by: Mechanics, Artisans, Artists, Designers, Inventors, Back-to-the-Land Types
Specialties: Potters, Sewing, Home Repair, Carpentry, Appraisal, Carburetors

DRIVE
Karl slammed hard on the brakes, twisting the wheel around as he did so. The Thunderbird's tires squealed as the vintage car slid into the classic bootlegger's reverse — thankfully, they didn't blow out in the process. The black cars behind him weren't so lucky; as Karl poured on the gas, he could hear the passengers' threats turn into screams, followed by the grinding percussion of crumpling metal.
So far, so good....

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.
Novice: You know how to work an autocratic trans mission.
•• Practiced: You can drive a stick shift.
••• Competent: Professional trucker
•••• Expert: NASCAR daredevil or tank pilot
••••• Master: You can make a Yugo do tricks out of a James Bond movie.
Possessed by: Cabbies, Truckers, Race Car Drivers, most 20th-century residents of affluent Western nations
Specialties: Off-road, Wheelies, Curves, Slick Shift, Sudden Stops, Heavy Traffic

ETIQUETTE
Carmelita waited until the two men had turned the corner two blocks down, then clutched at her companion's arm. " Those two — Hesha, were they...?"
"Yes, dear. Assamites." His face was expressionless basalt under the street lamps. "And they have agreed to leave us to our affairs while they scrutinize Vlados' chantry instead." He affably patted her hand "You see, my dear? Clan matters little — theirs, or mine. So much rests on mere civility."

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.
Novice: You know when to keep your mouth shut.
•• Practiced: You've been to a black-tie event or two.
••• Competent: You knew your way around even obscure silverware.
•••• Expert: Her Majesty would consider you charming.
••••• Master: If the right people came to dinner, you could end wars — or start them.
Possessed by: Diplomats, Travelers, High Society, Executives
Specialties: Formal Dinners, Business, Street Culture, Kindred Society

FIREARMS
Valentine hissed a low, contemptuous sigh. His hand flickered ever so briefly — and instantly a gun appeared in his fingers, a lusterless, heavy revolver. Before the hired security could even gasp for breath, the room shook with four thunderclaps, one right after the other.
Valentine neatly stepped over the nearest spreading pool of scarlet, proceeding directly for the oak door.

Executing a mortal with a sword starts investigations. Clawing someone to ribbons shakes the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Of course, this Skill doesn't include heavy artillery such as mortars or tank guns. However, someone skilled in Firearms can clean, repair, recognize and, of course, accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
Novice: You had a BB gun as a kid.
•• Practiced: You while away the occasional hour at the gun club.
••• Competent: You've survived a firefight or two.
•••• Expert: You could pick off people for a living.
••••• Master: You've been practicing since the debut of the Winchester.
Possessed by: Sabbat, Policemen, Military Personnel, Survivalists, Hunters
Specialties: Fast-Draw, Gunsmithing, Pistols, Sniping, Revolvers, Shotguns

MELEE
Even as the .44 round tore through her shoulder, Fatima pivoted like a ballerina, bringing the Damascene scimitar directly down on the gunman's neck. The carefully honed blade sheared neatly through collarbone, dead flesh and vertebrae, and the head came free almost instantly.
Her expression was aloof as she shifted her gaze to the gunman's panicking partner. "What do they teach you childer these days?" Her English was as flawless as the grace with which she shifted her grip. "Guns against Kindred? No, no. You must do things in the proper fashion." Her grip tightened. "Like so."

As the Kindred maxim runs, Guns mean nothing to a lifeless heart. A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake....
Novice: You know the right way to hold a knife.
•• Practiced: You may have been in the occasional street fight.
••• Competent: You could make a college fencing team.
•••• Expert: You could keep order in the prince's court.
••••• Master: Your enemies would rather face a SWAT
team than your blade.
Possessed by: Assassins, Gang Members, Martial Artists, Police, Duelists, Medievalist Buffs
Specialties: Knives, Swords, Improvised Clubs, Stakes, Disarms, Axes

PERFORMANCE
There was nothing but silence around the bonfire as the last notes of Nikos' tune drifted off into the pine forest and night sky. Then there was cheering, whistling, laughing. Nikos, with a laugh of his own, looked over to the stranger. "How's that, hey?" He proffered the fiddle, and the stranger quietly accepted it. "I tell you," Nikos continued, "the man hasn't been born that can outplay me. Go ahead and try, but...." He let his words trail off into a chuckle.
The stranger lifted the fiddle to his shoulder, tucked it neatly under his pointed chin, smiled like a cat, and began to play. And in that moment, Nikos' laugh died in his throat, for he knew he'd lost the wager — and far more than that.

The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show.
Novice: You could sing in the church choir.
•• Practiced: You could get a leading part in a college production.
••• Competent: You're in demand at the local clubs.
•••• Expert: You have the talent to be a rational sensation.
••••• Master: You are a virtuoso without peer.
Possessed by: Musicians, College Students, Actors, Ballerinas, Mimes
Specialties: Dancing, Singing, Rock and Roll, Acting, Guitar Solos, Drunken Karaoke

SECURITY
The orderlies burst out of the front door, then skidded as a group to an unruly halt. Just ahead of them was John Doe #244, absent-mindedly wandering the lawn, his discarded straitjacket lying crumpled on the walk. "What?" hissed the newest among them "How'd he...?"
"Never mind that," replied the shift overseer in a low worried tone "Just hope he doesn't have anything sharp with him this time."

This Skill entails familiarity with the tools and techniques for picking locks, deactivating car or burglar alarms, hot-wiring automobiles or even safecracking, as well as countless forms of breaking and entering. Security is useful not only for theft, but also for setting up "the unbeatable system" or deducing where a thief broke in.
Novice: You can pick a simple lock.
•• Practiced: You can hot-wire a car.
••• Competent: You can bypass or disable home alarms.
•••• Expert: You can crack a safe.
••••• Master: You could get a bomb out of — or into —
the Pentagon.
Possessed by: Burglars, Security Consultants, Policemen Specialties: Safecracking, Hot-wiring, Electrical Alarms, Pressure Plates, Deadbolts, Cars

STEALTH
Lucita suddenly froze — then threw herself down and to the right. There was a sudden, dull noise as the book she'd been holding was bisected by the razored metal blade that sliced through the air. She came up in a roll, muscles bunched, and growled — or was it a purr? — one word: "Fatima."
The woman facing Lucita grinned, her teeth slantingly white against her dark skin. "Lucita. It seems I still give myself away to your ears." Her voice was smooth as the silks she wore, and her hands shifted their grip on the scimitar. "I suppose this will be a challenge, then. As always."

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.
Novice: You can hide in a darkened room.
•• Practiced: You van shadow someone from streetlight to streetlight.
••• Competent: You have little difficulty finding prey from evening to evening.
•••• Expert: You can move quietly over dry leaves.
••••• Master: Nosferatu elder
Possessed by: Burglars, Assassins, Kindred, Spies, Reporters, Commandos
Specialties: Hiding, Silent Movement, Shadowing, Crowds

SURVIVAL
"Here, kid." Emmett grunted, tossing a reeking bundle into the ditch. The ragged Caitiff flinched away at first, then gratefully accepted the noisome wad of blankets. "You wanna get most of the way into that culvert," Emmett continued. "'cause the sun's gonna be mostly on this side for the day. Go fetal, too. 'cause you'll be able to cover more of yourself that way." The skinny vampire blinked back up at Emmett. "But wouldn't it be safer in the sewers? I mean, there's no—" He stopped short when he saw the look on Emmett's hideous face. "Oh I see."
"Ain't no sunlight down there," Emmett scowled as he straightened up and turned away. "Don't mean it's safe."

Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey and possibly even avoid werewolves (although this last is exceedingly difficult). When you use Stealth in the wilderness, you cannot roll more dice for your Stealth rating than you have in Survival
Novice: You can survive a five-mile hike.
•• Practiced: You "roughed it" on a regular basis.
••• Competent: You know poisonous mushrooms from edible ones.
•••• Expert: You could live for months in the wilderness of your choice.
••••• Master: You could yet dropped naked into the Andes and do all right for yourself.
Possessed by: Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters, Park Rangers
Specialties: Tracking, Woodlands, Jungle, Trapping, Hunting
PostPosted: Wed Jul 13, 2011 1:54 am


KNOWLEDGES

Knowledges involve the application of the mind, not the body; consequently. Knowledge Abilities are most often paired with Mental Traits. (It's possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge.
If you don't have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller, gives explicit permission (such as where common trivia is concerned). If you don't know Spanish, you can't try holding a conversation in espanol on your wits alone.

ACADEMICS
"Little fool," Hesha hissed in disgust "You babble of your ruined 'Carthage,' yet the term means no more to you than a parroted lyric from one of your shrill, oh-so-important 'alternative' screeds. What do you know of Carthage — or of Rome, for that matter? Did your sire tell you of the Sabines' sacrifices to Tanit and Moloch? Of the screams in the streets as infants vomited forth their blood for the Brujah's sustenance? Of women and children dragged naked to the block and given over to the caresses of foreign mercenar-ies — who yet defended the 'Utopia' when your noble line was too blood-glutted to stir?
"Go away, whey-blooded Iconoclast. Speak to me again in a century, when your vitae is less tainted with heroin and ignorance." Hesha waved a finger in dismissal
The anarch's frenzy was sudden and, as the attack was a clear violation of the Sixth Tradition, Hesha suffered no repercussions for the subsequent slaying. Naturally, taking over Morningside Homes was the simplest of matters thereafter.

This catchall 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.
Student: You're aware that 1066 is something more than a Beverly Hills area code.
•• College: You can quote from the classics, identity major cultural movements, and expound on the difference between Ming and Moghul.
••• Masters: You could get a paper published in a scholarly journal.
•••• Doctorate: Professor emeritus
••••• Scholar: Scholars worldwide acknowledge you as one of the foremost experts of your time.
Possessed by: Professors, Literati, Trivia Buffs, Elders
Specialties: Poststructuralism, Impressionist Painting, Imperial Rome, American Realism

COMPUTER
Emmett couldn't resist a phlegmy chuckle. It had taken some time to rig up his system in the sewer, to say nothing of getting a power line set up. But it was all about to be worth it.
It wasn't tricky, hacking into Laveaux's S&L institution. It would've been simple to rewrite a few numbers. But Emmett was a pro, and that meant he played hardball. Once the IRS got through checking Laveaux's artfully embellished numbers, there wouldn't be enough left of the self-righteous nancyboy's money or credentials to buy a Taco Bell combo meal. So much for "superior influence."

This Knowledge represents the ability to operate and program computers, as well as the savvy to keep up with the latest technology.
Student: Point and click.
•• College: You can process data with relative ease.
••• Masters: You can design software.
•••• Doctorate: You can make a very comfortable living as a consultant.
••••• Scholar You're on the bleeding edge.
Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students
Specialties: Computer Languages, Internet, Codebreaking, Viruses, Data Retrieval

FINANCE
The vampire set down the newspaper with a deliberate cough. "Were you under the impression that undeath brings effortless, unending power? Did you suppose that our influence and wealth are magically granted to us at the moment of the Embrace? I did not select you for your naiveté, childe." He drummed long, exquisitely manicured nails on the mahogany desktop. "I entered this century with nothing more than a handful of coins. I shall see the millennium turn with billions to my name. And all that I have, I achieved through my own savvy and determination."
He touched one finger to his cheek, and his burning gaze grew pensive. "It seems you need a practical lesson in how to make money do your bidding I will apply my skills to bringing about the financial ruin of a person, and you will watch me — and then demonstrate what you're learned? The corner of his mouth crooked upward "What was your ex-husband's name again?"

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.
Student: You've taken a few business classes.
•• College: You have some practical experience and can keep your books fairly neat.
••• Masters: You'd make a fine stockbroker.
•••• Doctorate: Corporations follow your financial lead.
••••• Scholar: You could turn a $20 bill into a fortune
Possessed by: Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers
Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations

INVESTIGATION
Lucita and Anatole walked calmly into the darkened office, then stopped and quietly scanned the opulent surroundings. No more than a minute had passed before Anatole spoke: "There — the right bookend, three shelves down on the south wall."
Lucita strode to the bookcase and lifted the grotesque Olmec statue from the shelf. She turned it over to inspect the base, nodded, then sank her fingers into the stone and pulled. The statue split apart with a crack, and a tiny phial tumbled to the floor in a shower of rock dust and broken hingework.

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.
Student: You've read your share of Agatha Christie.
•• College: Police officer
••• Masters: Private detective
•••• Doctorate: Federal agent
••••• Scholar: Sherlock Holmes
Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers Specialties: Forensics, Shadowing, Search, Discolorations

LAW
"What did you expect me to do?!?" The chained vampire's voice rose in a desperate shriek, almost falsetto at the very end. "My pack was slaughtered! They tore Diego to ribbons without breathing hard!" His eyes snapped to one side, to the metal brewing vat half-visible in the shadows. "I had to warn you!"
"The law is the law," intoned the robed creature before him. "Cowardice is unforgivable." The older Cainite's vestments rustled as he extended his palm in mock benediction. "The sentence is as it must be. Death by acid."
The chained vampire screamed at that, and didn't stop screaming for some time.

With all the lawyers and lawmakers out there, this Knowledge can prove very useful. Law can be useful for filing suit, avoiding lawsuits or getting out of jail. What's more, even the Kindred keep their own laws, and more than one vampire has saved his own unlife by deftly exploiting a loophole in one of the Traditions.
Student: You've watched your share of courtroom dramas.
•• College: You're either studying for or just passed the bar exam.
••• Masters: Ambulance chaser
•••• Doctorate: Major public figures have your number — just in case.
••••• Scholar: You could find the loopholes in the Devil's contract.
Possessed by: Lawyers, Police, Judges, Detectives, Legislators
Specialties: Criminal, Suits, Courts, Contracts, Police Procedure

LINGUISTICS
As Anatole raised his face to the broken rose window, his voice lifted into song, echoing in the corners of the chapel. "Pange, lingua. gloriosi/Corporis mysterium/Sanguisque pretiosi...."
Lucita shook her head, artfully drawing one finger across her wine-dark lips to daub away an errant drop of blood. "'Of the Blood, all price exceeding.' How appropriate."
Anatole finished the stanza, then slowly turned to face her. " 'O wondrous gift indeed! The poor and lowly may/Upon their Lord and master feed." He chuckled, wiping his mouth with the back of his hand. "Communion is a sacred business. It joys me that you have always understood this."

You begin play with the native language of your choice for free, but if you want to speak any other languages, whether modern or ancient. Linguistics is a must. This Ability allows you to understand additional languages, but at high levels also offers a more general understanding of linguistic structure Linguistics may allow you to recognize accents or decipher word puzzles.
Student: One extra language
•• College: Two extra languages
••• Masters: Four extra languages
•••• Doctorate: Eight extra languages
••••• Scholar: 16 extra languages
Possessed by: Diplomats, Ambassadors, Travelers, Ancient Vampires, Cryptologists, Scholars
Specialties: Romance Languages, Kanji, Idioms, Hieroglyphics, Written Expression, Ciphers

MEDICINE
"Yaroslav! Idiot!" The horribly distorted ghoul cowered as his master spoke, shrinking back against the stone wall in abject terror. Shaking its head in contempt, Vykos knelt over the bleeding man and begun molding his wounds closed. "This one must be kept intact for a time," the vampire coldly continued. "I shall punish you tomorrow evening."
Vykos shook its head, ignoring the now-piteous whimpering of the ghoul in the corner. Finally, its hands stopped moving. "There," it crooned to the unconscious man. "I have granted you life again. Come, let us see what you are willing to make of it."

You have an understanding of how the human body, and to a lesser extent the vampiric body, works. This Ability entails knowledge of medicines, ailments first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging or reworking the human body.
Student: You've taken a CPR course.
•• College: Premed or paramedic
••• Masters: General practitioner
•••• Doctorate: You can perform transplants.
••••• Scholar: You are respected by the world's medical
community as a modern-day Aesculapius.
Possessed by: Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce
Specialties: Organ Transplant, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals

OCCULT
"'Of the mad ones, the wild ones, I say first, drink not of their blood!"" Beckett opened his eyes and sat up straighter in his chair. "That's the first part of that passage in The Book of Nod, and I can cite plenty of Kindred since then who've voiced more or less the same sentiment. The fae, if that's what you want to call them, are probably very real and likely very dangerous." He frowned. "I hope you know what you're doing, Anatole."
The Malkavian only smiled.

You are knowledgeable in occult areas such its 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.
Student: You've paged through the New Age section of a Waldenbooks.
•• College: There seems to be some unsettling truth to some of the rumors you've heard.
••• Masters: You've heard a lot and actually seen a little for yourself.
•••• Doctorate: You can recognize blatantly false sources
and make educated guesses about the rest.
••••• Scholar: You know most of the basic truths about the hidden world.
Possessed by: Occultists, The Superstitious, New Agers, Tremere
Specialties: Kindred Lore, Rituals, Infernalism, Witches

POLITICS
Hesha's skin shone like mahogany in the candlelight as he shook his head and spoke into the receiver. "I think you overestimate Bianca's strength in this situation. The recent embarrassment she suffered from her childe's actions has called the harpies' attention to her, and she dare not risk further loss of status. Further, her soldiers — what few she has — are largely occupied in the defense of Lighton Ferry. No. She won't make a move."
He nodded, and a small light came into his eye. "Of course. You have my number if there's anything else you require."

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.
Student: Activist
•• College: Political science major
••• Masters: Campaign manager or talk-radio host
•••• Doctorate: Senator
••••• Scholar You could choose the next President of the United States.
Possessed by: Activists, Politicians, Lawyers, vampires of all sorts
Specialties: City, State, Federal, Bribery, Dogma, Radical, Camarilla

SCIENCE
"Douglas, look here!" The young ghoul's eyes shone as she backed away from the microscope. "The circulatory damage is considerable, but there are some signs of repair — clotting, even cell regeneration as usual."
Dr. Netchurch stared through the microscope lenses for a full minute before replying. "Yes. You're right, the deceased most definitely made a conscious attempt to repair the hemotoxin's damage — but to no avail." His smile was taut and without humor. "It seems I've succeeded beautifully."

You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics and geology. This Knowledge can be put to all forms of practical use.
Student: You know most of the high-school basics.
•• College: You're familiar with the major theories.
••• Masters: You could teach high-school science.
•••• Doctorate: You're fully capable of advancing the knowledge in your field.
••••• Scholar: Your Nobel Prize is waiting for you.
Possessed by: Scientists, Students, Researchers, Teachers, Engineers, Technicians, Pilots
Specialties: Chemistry, Biology, Geology, Physics, As-tronomy

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sat Jul 16, 2011 8:08 pm


Abilities

Abilities illustrate the knacks and proficiencies the character has developed through hard training or from natural giftedness. In the course of a game, you'll match the Abilities up with appropriate Attributes to determine a die pool that will be rolled to indicate the character's success or failure. Abilities are divided into the following three groups of 10: Talents, Skills and Knowledges.
In some cases, you should go ahead and note an area of expertise when you first choose the Ability, although you won't get the specialty bonus until the Ability reaches four dots. For example, Science is a Knowledge, but it makes little sense not to clarify the branch of science in which the character excels. Your Storyteller will tell you if such areas of expertise are appropriate for an Ability.

Talents

Talents aren't the product of training alone. They're mostly inborn Abilities that can be honed and improved, but they're rarely created from scratch. However, characters are assumed to have some potential in just about every Talent. It makes perfect sense that these Abilities would improve through experience and practice. If a character attempts a feat with a Talent he doesn't have, the roll incurs no dice penalty. The player just rolls whichever Attribute the Storyteller decides is most appropriate, and he counts those dice to determine success or failure.

Alertness
Neverwise pricked her ears at the sounds of machinery. The Wyrmspawn had found the caern! Quick as lightning, she darted down the hill toward the bawn. And only her inborn senses prevented the rifle butt from catching her in the shoulder as she spun at the last possible moment to face the fomor who thought he'd been sneaking up behind her. She snarled at him, fangs bared. It would be the last wolf he'd ever threaten, she thought, sinking her teeth into the corrupted flesh of his throat.
Alertness describes how attuned the character is to things he can see, smell, heat or touch, and depending on the story, perhaps things that are not so tangible. In combat, it's often paired with Wits to gauge reaction and response time. Out of combat, it works well with Perception to give the character clues about his surroundings. Alertness usually kicks in even when the character isn't necessarily looking for anything.
Novice: You're alert to certain sights and sounds around you.
•• Practiced: You know when to eavesdrop and whom to keep an eye on.
••• Competent: You're alert to even subtle changes in the environment.
•••• Expert: Very little gets past your vigilance, even if you're preoccupied.
••••• Master: The wolf sense is particularly strong in you. Even when sleeping, you're wary to minute alterations in temperature, light and other environmental features.
Possessed by: Bodyguards, Hunters, Thieves, Wild Animals, Security Personnel
Specialties: Ambushes, Paranoia, Traps, Scents

Athletics
The river pulled at Raine, trying to drag her under and against the sharp rocks in its depths. She'd had no time to react when her raft flipped in the strong eddy. Now, she struggled to right herself, to swim up for air and find a current to pull her toward shore. Raine kicked hard and broke the surface. A few powerful strokes, and her hands grabbed dirt and roots. Good thing, she thought, hearing the roar of rapids just ahead.
Athletics covers all kinds of athletic endeavors, whether formal sports or otherwise, such as running, jumping, throwing or swimming. A high Athletics score can represent a trained athlete or a naturally athletic individual who spends a lot of time in free-form exercise. Although Athletics is a versatile Talent, it still doesn't cover simple motor action (like lifting weights) or athletic endeavors covered by other Abilities (such as boxing, which is the focus of Brawl).
Novice: Typical active kid.
•• Practiced: High-school jock.
••• Competent: College-level competitor.
•••• Expert: Respected professional.
••••• Master: Olympic or world-class athlete.
Possessed by: Athletes, Jocks, Kids, Lupus, Outdoors Enthusiasts, "Extreme" Sports Nuts
Specialties: Specific sports, Team Play, Swimming, Rock Climbing, Tumbling, Distance Trials, Pentathlon

Brawl
Finishing her drink, Rebekah decided she'd heard one too many catcalls for the night. The Fury rose and moved over to the nearest creep, who groped immediately for her chest. He never got the chance. A hand with tight, raised knuckles busted his nose, and blood spurted. Rebekah's fingers then slid into his eyes, clawing and scraping. Her target slid to the ground, howling with pain, and Rebekah grinned invitingly at his friends. As everyone gave her plenty of room at the bar, she bit back her Rage, lest some unlucky bystander get slaughtered in her battle.
Brawl represents training in unarmed combat. It reflects the character's schooling—or real-world experience—with martial arts, street fighting and the like. This Talent calls for real down-and-dirty action; typically, hand-to-hand fighting is ruthless and brutal. The character skilled in Brawl knows how to hit an opponent with all her might and bring him down as quickly as possible, while ignoring her own pain and loose teeth.
Novice: You picked some fights in the schoolyard.
•• Practiced: A barroom brawl gets your blood pumping.
••• Competent: You've been in a fair share of fights, move often than not walking away unscathed.
•••• Expert: Professional boxers would have a hard time beating you.
••••• Master: Your fingers alone are deadly weapons, and when your fists come out, people die.
Possessed by: Police, Thugs, Soldiers, Werewolves, Self-Defense Instructors
Specialties: Boxing, Wrestling, Dirty Infighting, Weaponless Martial Arts (Judo, Karate, Tae Kwon Do, etc.)

Dodge
"Run!" Mimiteh shouted. "I'm not joking!" Young Tadi took one look at the Spiral charging him and made quick tracks for their vehicle. But the fetid Wyrmspawn caught up in one leap. Seeing no other option, Tadi darted quick as a rabbit under the truck, rolling away from sharp, deadly claws. He was just pulling out his pistol when he heard the gratifying sound of Mimiteh's klaive slicing through the Spiral's spine.
A werewolf can't get hit if he's out of the way, can he? Dodge allows a character to do just that: duck, dive for cover or take whatever action necessary to avoid an incoming blow. Players should indicate to the Storyteller in what manner their characters are evading potential hits. The description may give them a bonus, depending on the circumstances.
Novice: You know enough to hit the dirt when bullets fly.
•• Practiced: You're capable of getting under cover in most situations.
••• Competent: Evading thrown objects is pretty darn easy.
•••• Expert: Only the most skilled martial artists can hit you.
••••• Master: Sometimes, you can actually sidestep bullets.
Possessed by: Police, Criminals, Martial Artists, Boxers, Ragabash
Specialties: Finding Cover, Sidestepping, Drop and Run

Empathy
Derek wiped foaming spittle from the young metis' mouth, feeling every awful sensation of the fit as if it were his own. And another day, another minute, it just might've been. Strange, the Get thought, that I should meet another metis with the exact same curse. When the worst of it was over, the young werewolf turned thankful eyes to Derek, falling into exhausted sleep. Maybe we can watch over each other, Derek thought. Two of us in the same boat, looks like, adrift on icy waters. Beats riding the waves alone.
The Empathy Trait allows characters to identify and discern other people's emotions and feelings. With a highly successful roll, a character may even be able to tell if someone is lying to her or has an ulterior motive. Likewise, she may be able to adjust her own emotions to take advantage of someone, feign sympathy or give it genuinely. That's the trickiest side of this Talent. A character with Empathy may get so caught up in the feelings of others that her own emotions will be affected, willingly or not.
Novice: People consider you a confidant.
•• Practiced: You're attuned to the pain of those around you.
••• Competent: You can analyze the emotions of casual acquaintances with skill.
•••• Expert: Even strangers pour out their stories; it's easy to catch people lying too.
••••• Master: You know what they're going to say before they open their mouths.
Possessed by: Counselors, Social Workers, Psychologists, Best Friends, Psychics, Hucksters
Specialties: Detect Lies, Hidden Motives, Emotional States, Personality Quirks, Affairs of the Heart

Expression
Waterdancer knew he'd never seen female Kin, wolf or two-leg, as beautiful as the one who prowled near him now in the snow. He voiced a howl, just for her, punctuated by short playful yips. She grinned and waited. The lupus then circled his would-be mate, his throat emitting soft, low growls with unmistakable meaning. To his delight, she responded with a lift of her tail. For the young Wendigo, winter would not be so cold.
Expression is the art of getting your point across, no matter what the medium. With a high Expression score, your email is just as eloquent as your carefully planned oration, and whether the information is true or not, people sit up and take notice of your words. Expression covers the creation and delivery of speeches, poetry and other writing, but for singing, music and the like, a character needs Performance. Expression is often combined with Charisma or Wits for powerful effect.
Novice: You've written imaginative poetry.
•• Practiced: Fast-paced debates and word contests are not a problem.
••• Competent: You could make an easy living as a successful journalist or novelist.
•••• Expert: Your writing could win international awards.
••••• Master: Werewolves everywhere praise the beauty and flow of your words, especially when you speak them aloud.
Possessed by: Galliards, Writers, Poets, Politicians, Actors
Specialties: Rhetoric, Inspiring Speeches, Poetry, Drama, Political Doubletalk

Intimidation
Turganova looked over the Kinfolk's cooling body dispassionately. "Take it to the quarters of my lady Kucacek in secret," she said to her young servant. "Leave it across her threshold so that she knows her agents will not find a place in my dasha."
"My liege," the servant replied curiously but with deep respect. "I hear and obey, but would it not be more effective to simply let the carcass float down the Don? That way, the Lady of Shadows will never know what happened to her best spy."
The Silver Fang smiled at the youth's innocence. "I would have Kucacek know that I have found her out. Fear is always a greater weapon than doubt, young Moon-Dancer. Never forget it!"

Intimidation runs the gamut from soft, subtle persuasion to outright brute force. A character skilled in this Talent knows exactly how and when to apply pressure to make a target do his bidding. Intimidation is a powerful combination of words and deeds designed to cause a particular outcome. In the hands of a forceful personality, this Trait can be rather potent.
Novice: Your threats are crude, but effective.
•• Practiced: That cold, hard stare of yours usually gets results.
••• Competent: Your combination of b***h-slapping and understated coercion makes others fear you.
•••• Expert: Even tough opponents think twice about earning your wrath.
••••• Master: Few werewolves will stand against your goals and desires.
Possessed by: Pack Leaders, Bullies, Officers, Drill Sergeants, Shadow Lords, Ahroun
Specialties: Veiled Threats, Good Cop/ Bad Cop, Blackmail, Physical Threats, Revenge

Primal-Urge
Something wasn't right. Leif couldn't say how he knew, but he yanked his paw back a split-second before it brushed the thick, dried leaves. A clang rang in his ears as the silver-toothed steel trap snapped on empty air. A fury like he'd never known spread over his body, and then, with paws turned to fists and claws, Leif ripped the trap out of the ground and tore the pieces asunder. Only after his own blood stained the dirt did he stop to think just who'd put the damn thing in his territory.
This Talent describes not only the bestial nature inside every werewolf (or any animal, for that matter), but also the level of gut feelings the character has in her various half-wolf, half-human forms. Characters with a high Primal-Urge rating can rely more easily on "wolf thought" — the ability to call on raw animal instincts for guidance — rather than the rationalization so typical of humans. Moreover, werewolves with strong Primal-Urge find it easier to assume their various forms or take on partial transformations.
Novice: Merely a pup. The urge is there, but it hasn't been honed.
•• Practiced: Your instincts often put you on the safest path through danger.
••• Competent: You feel at ease in any form because you understand the Wyld in your soul.
•••• Expert: The wolf within guides you to react quickly, without rational thought.
••••• Master: Only powerful leaders among the werewolves who are closely attuned with Gaia and the Wyld have this depth of understanding.
Possessed by: Lupus, Warriors, Wild Animals, Predators
Specialties: Shifting Forms, Hunting, Protection

Streetwise
Angelica gave the skinny kid a wad of cash." Now, tell me where you last saw him. There might be more where that came from."
"There's more, all right," the kid snickered. "Anybody who hands out piles of 20s got a lot more." He eyed her diamond bracelet with interest.
Angelica suddenly saw her contact flanked by more punks. Damn, she thought, I didn't imagine the little snot would lie to me.
"If you won't give us your pretties," her contact said, "reckon we'll just have to take'em."
"Want to make a bet?" the Silver Fang smiled, tapping a well-filed nail against her teeth.

This versatile Talent allows characters to blend into rough crowds, gather information and strike deals on the streets without attracting too much attention. Botched Streetwise rolls can be a source of real danger, but the streets can provide a wealth of hard-to-find items and gossip for those who are shrewd and careful. This Talent is the way to go to indulge in larceny, get the skinny on local crime and fence stolen items.
Novice: You're pretty sure those guys on the corner sell drugs.
•• Practiced: Most of the local thugs consider you on the level.
••• Competent: You could be a gang member or a successful madame.
•••• Expert: The streets are like a second home to you; not much there you don't know about.
••••• Master: You could be a powerful crime-lord with multiple organizations under your control.
Possessed by: Homeless Folks, Bone Gnawers, Criminals, Detectives, Beat Cops
Specialties: Picking Pockets, Fencing Goods, Drug Deals, Gangs

Subterfuge
"It's a genuine antique?" the tourist asked, looking eagerly at her husband.
"Absolutely!" Keahi replied. "That's a traditional grass skirt, possibly from the time before Cook's expedition. That'd make it, oh, about 200 years old."
"Fred, I must have it! Think how good it'd look in our den." The man gave a sigh and shelled out Keahi's asking price of $500. The Uktena kept her face solemn until the haole had moved on. Then, with a grin, she stuck her head into the back of the shop.
"Hey, Lono, we need a couple more antique grass skirts out front. And don't make'em look too good, okay?"

Subterfuge is all about figuring out the opponent's motivations and twisting them to your best advantage, while hiding your own goals and interests. This Trait often works with Manipulation or Wits to convince potential targets of your sincere good intentions. Characters with a high rating in Subterfuge are masters of clever conversation, knowing exactly what to say and when to say it to fulfill their goals. Most people wouldn't trust a master of Subterfuge — if they could recognize him.
Novice: White lies are easy to contrive.
•• Practiced: You've gotten quite good at intriguing pickup lines.
••• Competent: Hardened criminals follow your cues in their "not guilty" speeches.
•••• Expert: The slickest used car salesperson is putty in your hands.
••••• Master: They'll never figure out it was you, all this time....
Possessed by: Lawyers, Con Artists, Vampires, Uktena
Specialties: White Lies, Seduction, Innocent and Needy

Other Talents
Instruction, Intrigue, Mimicry, Search, Ventriloquism
PostPosted: Sat Jul 16, 2011 8:18 pm


Skills


Unlike Talents, Skills develop as a direct result of training and instruction. No one really just knows how to drive a car, for example; you have to at least get in a little practice before hitting the interstate. Attempting feats when the character doesn't have the Skill in question is a bit trickier. The player rolls the dice at a +1 difficulty penalty. It's a lot harder to shoot a gun than it seems on TV....

Animal Ken
Anoki quickly saw what the dogs were after: a cougar, wounded badly but still snarling. With a growl of his own, the Wendigo shooed away the mongrels, then crouched carefully beside the feline. She hissed and spat. Anoki whispered softly, "Your people and mine are not friends, but I will help." The big cat looked at him coldly but didn't pull away as he touched her gently. Where his hands lay, wounds closed. She watched Anoki a long moment, then darted away into the hills.
Although they too are animals, humans think and behave far differently than most creatures do. It takes a special touch to deal with critters, particularly if they are hurt or frightened. Animal Ken represents this knack. With it, a person (or werewolf) knows how to speak and move in such a way as to gain an animal's trust. Without Animal Ken, even homid werewolves find that other creatures tend to be skittish and jumpy around them. Animal Ken is also necessary for training animals (such as working dogs) and for any specific activities that involve animals (such as leading a mule train).
Novice: You know how to behave around typical pets.
•• Practiced: Basic obedience and puppy training is easy for you.
••• Competent: You could train animals for highly specialized work, like herding.
•••• Expert: Under your guidance, most animals can learn complex tricks and routines.
••••• Master: Even the wildest animals seem attracted to your presence.
Possessed by: Veterinarians, Animal Trainers, Farmers, Pet Owners
Specialties: Families of Animals (canines, felines, avians, etc.), Farm Animals, Feral Animals

Crafts
Music sprang from the forge where Diana Philothelides tapped her hammer on the twists of gold and bronze. She could never explain the rhythm in it, the song that was equal in some ways to the beauteous voices of her sisters in the pack. The smith looked up only when old Hera, the Warder, limped into the workshop.
"Best make the fires hotter," she sighed, flicking back her steel-gray hair. "Our visitors say that a pack of Black Spirals will be here before dawn, and our weapons need repair." Diana nodded and put aside her creation of Luna's Rising Over the Sea with a sad sigh. There'd be time enough for that when the battle was won.

Crafts allows a character to create lasting beauty or repair or useful and functional articles with a variety of materials and media. Some crafters use this Skill for building specialized devices for their packs; others make valuable tokens or items for sale or barter. This Skill is also valuable for those who hope to make fetishes. Spirits are more prone to enter a vessel that's made well, after all. The quality of the work depends on the expertise of the crafter, and the character should pick a particular Craft (or two closely related areas) in which to specialize. The Skill may also impart basic knowledge of materials or methods, however, regardless of a player's chosen Craft.
Novice: You can produce something basic, but attractive or functional.
•• Practiced: Your work has a known and recognizable style.
••• Competent: Other artisans are familiar with you, and they praise your skills.
•••• Expert: Unique items you make fetch high prices, and they are highly desired.
••••• Master: You are among the greatest crafters in your chosen field.
Possessed by: Artists, Designers, Inventors, Handcrafters, Theurges
Specialties: Woodworking, Drawing/Painting, Weaving, Carving, Sculpture, Metalworking, Car Repair

Drive
"What do you mean you never drove a car?" Celeste squealed, as Groznek took another corner on rails. "You told me you'd driven all around Budapest!"
"Did I say this?" her companion asked. "No, you did not hear.
I said I had been in Budapest traffic. Big difference! Ah, you worry too much. We will arrive at meeting in one piece. I have seen this done many times on big road." Celeste held on for dear life as Groznek whizzed deftly through Chicago traffic, wondering how the lupus had ever talked her into this fiasco.

The Drive Skill is pretty self-explanatory. Having it means that you can operate a car and possibly similar conveyances such as light trucks or vans. The greater your skill, the large the variety of vehicles you can use. Your difficulty might increased decrease depending on the vehicle, terrain and weather conditions. Note that riding a motorcycle is quite different than driving a sedan, and heading down a country two-lane road is nothing compared to a metropolitan beltway.
Novice: You're not just a Sunday driver, as long as you've got an automatic.
•• Practiced: A sporty manual transmission is lots of fun for you.
••• Competent: You're capable of driving large trucks on long hauls.
•••• Expert: Maybe you've even raced with professionals.
••••• Master: A daredevil driver, skilled with many different vehicles and terrain.
Possessed by: Truckers, Modern folks in Western nations, Cabbies
Specialties: Stick Shifts, Motorbikes, Four-Wheel Drive, Big Rigs, Sports Cars

Etiquette
The caern Warder sneered at Bridget, appraising her knobby, clawless fingers and bitter heritage. "What do you want, freak? There's no room for your kind here."
Bridget seethed but gave him a wicked grin. There would be tales the likes of which the Fianna never heard this night, and she intended to be all ears. "No place? And here I have a fine batch of mead, straight from Silver Tara itself." She held up the enormous jug. "I was hoping to share."
The Warder's nose twitched, and he stood aside grumbling.

Good manners and social niceties are but a small part of Etiquette. This Skill is also used for general diplomacy, haggling and seduction. Knowing the intricacies of which wines to serve with certain foods and what to do when faced with six different forks is likewise part of Etiquette. The character using this Trait will be familiar with the culture in which he was raised, but the Storyteller may raise or lower the difficulty should the werewolf be faced with traditions and mores that are not his own.
Novice: You know when to speak and when to be silent.
•• Practiced: The difference between a black-tie and a white-tie affair is crystal clear.
••• Competent: A multi-course dinner with complex utensils doesn't pose a problem.
•••• Expert: Your manners and grace mark you as the ideal guest for any occasion.
••••• Master: Not only are you suave and debonair, others follow your perfect example, whether at the theater or the negotiating table.
Possessed by: Socialites, Diplomats, Silver Fangs, Business Executives
Specialties: High Society, Big Business, Wining and Dining, Moots

Firearms
Rambler swung his Ingram in a wide arc, fuming madly as the bullets hit the Leeches and their lackeys. The undead kept coming, but he saw that a number of the humans had crumpled into heaps. He flung himself against the cover of a brick wall, switching weapons quickly.
When he jumped out again, the Bone Gnawer ignored the sting of silver bullets biting his shoulder and let loose the incendiaries with a gleeful shout. Now it was the vampires' turn to scream.

A character with Firearms has a broad knowledge of many different kinds of guns — from a kid's BB pistol to a submachine gun — and he has the ability to use them as well. This Skill also allows the character to repair all kinds of firearms and make decisions about the best ammunition for the occasion and the weapon. However, it doesn't cover the use of heavy artillery or tank guns.
Novice: You passed a hunter safety course.
•• Practiced: Most of the time, you leave the firing range happy.
••• Competent: You're accomplished with several different kinds of guns.
•••• Expert: Chances are, you've fired shots (and been fired upon) in several gun battles.
••••• Master: You leave smiley faces blown through all your targets.
Possessed by: Police, Criminals, Soldiers, Hunters
Specialties: Rifles, Pistols, Submachine Guns, Gunsmithing

Leadership
Bloodthunder acknowledged the licks and nuzzles of those holding their heads and tails below his own. As his pack gathered, he began to speak.
"You saw what humans did to our lake, our forest. Now they call it a place to bring food and crude shelter. This night, we will take back what is ours. The apes do not deserve this land. They have not protected it, as we have." The Talon's body grew larger and hairier. The whole pack trembled, waiting. "Tonight, we cleanse their stench. Together, as one pack and one tribe." Bloodthunder led an earsplitting howl, then darted off toward the enemy, a stream of dire wolves on his heels.

Often paired with Charisma, Leadership makes one the kind of person (or wolf) that others support and serve. It deals with knowing what to say and how to say it so that the troops stay loyal in the heat of battle. Good leaders know when to give hard orders, as well as how to lead by example. Leadership isn't about tricking people into following. It's about making yourself into someone worthy to guide them.
Novice: Little kids would do anything for you.
•• Practiced: When you talk, others listen.
••• Competent: In tough times, others follow your lead eagerly.
•••• Expert: You're a natural alpha who attracts followers with little effort.
••••• Master: Potentially, you could be one of the greatest leaders of the Garou Nation... or one of the most infamous.
Possessed by: Military Officers, Pack Leaders, Philodox, Executives
Specialties: Noblesse Oblige, Combat Readiness, Motivation

Melee
The Master of the Challenge gave her nod, and Claire jumped toward Weston, pulling her knife in a fluid motion. With a quick thrust, she drew blood from her opponent. Weston snarled and leapt at his challenger, attempting to sweep Claire's feet from under her with a staff, just as the wood was about to smash into her legs, Claire leapt, twisted and landed on Weston's back with her knife at his throat.
"Care to give up now, pup?" she panted.

Melee involves fighting with a weapon, such as a spear, sword, staff or even a wooden stake (which is quite useful against Leeches). Similarly, Melee paired with Dexterity is used for klaive duels. Likewise, this Skill covers weapons such as tonfa, sai and naginata. Some might think that Melee is a bit old-fashioned and outdated when matched against firearms, but it's always good to have a backup when the gun jams or the ammo runs out.
Novice: You've got the basics of fencing under your belt.
•• Practiced: Trophies from local competitions gather dust on your shelves.
••• Competent: You've attained skill with several different kinds of weapons.
•••• Expert: If you can grab it, you can use it as a deadly weapon.
••••• Master: You have a widespread reputation as an extremely dangerous opponent with a myriad of weapons.
Possessed by: Police, Thugs, Gang Members, Duelists, Ahroun
Specialties: Swords, Spears, Saps, Eastern Weapons, Klaives

Performance
Firefang's howl for the dead seeped slowly into the bones of the assembled Talons. They all knew she'd crept around the still bodies for hours, on two legs and four, thinking about what to sing at the moot. Now as her song echoed through the valley, even the monkeys who'd lent unbidden assistance wept. The Galliard's mournful voice stirred memories of glory and sacrifice, but also of the simple joys of sleeping in the sun and howling to the moon. No human tribute could've been better.
In her chosen area of expertise, such as music, dance or acting, the character has attained a notable level of success. She knows about the history of the art and probably has a broad repertoire of pieces to perform from a variety of time periods. Some of these areas may overlap, with Storyteller approval. For example, a character who plays musical instruments may have rudimentary knowledge of singing or composing music.
Novice: You hold regular jam sessions, or you have been a success in a college play.
•• Practiced: You're a regular in community theatres or the club circuit.
••• Competent: Producers have approached you for a movie or record contract.
•••• Expert: You're a regional, if not national, celebrity.
••••• Master: Your genius will be remembered long after your death.
Possessed by: Galliards, Actors, Musicians, Dancers
Specialties: Ballet, Ballroom Dance, Classical Music, A Cappella Singing, Improvisation, Howls

Stealth
Cameo reminded herself to give Niknak a stern talking to when they got back to the caern. The young Ragabash made more noise getting to the warehouse than a tractor rolling over rocks! Suddenly, her mind snapped back to the present.One of the guards looked their way. Cameo froze, and to her surprise, she lost sight of Niknak in the shadows playing near the fence. If she hadn't already known he was there, she'd never have noticed his gold eyes nestled in black fur. Well, well. Maybe this city jaunt had taught him a thing or two after all.
Stealth is the knack of moving so that you can't be seen or heard. This Skill also measures how good the werewolf is at making use of cover and shadow. When a character uses Stealth, Storytellers will probably have him match rolls against someone else's Perception; whoever has the most successes thwarts the other. Note that Stealth can be a bit different when used in the woods and in an urban alleyway.
Novice: In full darkness with clear terrain, hiding isn't a problem.
•• Practiced: You know how to stick to the shadows.
••• Competent: Stalking and hiding is child's play.
•••• Expert: Dry leaves and twigs are silent under your feet.
••••• Master: If you don't want to be seen, you're as good as invisible.
Possessed by: Cat Burglars, Ragabash, Hunters, Snipers, Assassins
Specialties: Shadowing, Urban, Sylvan, Taking Point

Survival
Being in the forest gave Corbin the creeps. He'd tried to start a fire, to no avail. Raw hamburger wasn't so bad, but his feet were blistered, and cold bit into his soaked jeans. Corbin would rather have hacked into IBM than spend a night outside. He started to change to his wolf form. At least it would be warmer.
Suddenly, he heard a noise behind him. Whirling around, he beheld the biggest dire wolf he'd ever seen. It grinned at him, then pawed the ground.
Oh s**t, the city boy thought.

Living off the land is more than eating fruits and berries or drinking from a creek. It also involves finding shelter, tracking and even navigating through dangerous territory. Characters skilled in Survival know basics for finding food, starting fires and staying safe in harsh conditions. Storytellers should note that characters using Stealth in the wilderness can't roll more dice than they have in Survival.
Novice: You made it through scout camp.
•• Practiced: The edible berries and mushrooms are familiar to you.
••• Competent: You can read animal signs and brew natural remedies.
•••• Expert: The wild is your home; you feel at ease among all its wonders and dangers.
••••• Master: You can survive even in the harshest climates and poorest conditions.
Possessed by: Hunters, Lupus, Scouts, Explorers, Outdoor Enthusiasts, Rangers
Specialties: Foraging, Tracking, Specific Environments (Arctic, Desert, etc.), Trapping

Other Skills
Archery, Boating, Cooking, Demolitions, Disguise, Escapology, Fast-Draw, Gambling, Hypnotism, Kailindo, Klaive Dueling, Mechanics, Meditation, Pilot, Swimming, Traps

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sat Jul 16, 2011 8:25 pm


Knowledges


Knowledge Traits usually develop from time spent in formalized classroom training, private tutoring or rigorous independent study. Most involve the use of Mental Attributes rather than Physical ones. Lupus and metis characters may have fewer Knowledges than homid characters — which isn't because they're unintelligent, but just because they haven't sat through years of compulsory schooling. If a character doesn't have any dots in a Knowledge Ability, she can't make a roll for it. Of course, a Storyteller may decide that anyone would know to put pressure on a bleeding wound, and thus allow a Medicine roll at a penalty even if a character doesn't have the Trait.

Computer
"I've finished the new relational database," Svetlana said, tired but elated. "I think it has at least 700 names and addresses in it. Everything we need to know for the other team to run its investigations."
"Excellent!" Ilmir, her pack leader, replied. "We'll get to work right away. There must be a few lost cubs among this bloodline. Or at least some Kin. Your work has given us a strong start," he praised.
The young Silver Fang blushed with pride at his words.

Knowledge of computers includes operating the machines as well as the programs (word-processing, information-retrieval and so on). Depending on the character's level of expertise, she can make computers spit out useful information or even design her own operating system. The Computer Knowledge is required for anyone wants to write programs or hack into other people's systems, and the Storyteller should feel free to adjust difficulties based on any opposing intruder countermeasures.
Student: Shareware games are just your speed.
•• College: You can make minor changes in system configurations and networks.
••• Masters: You can write original programs.
•••• Doctorate: Minor hacking is a snap; no more long distance bills for you.
••••• Scholar: You've got the ability to design a whole new operating system, maybe even an AI.
Possessed by: Hackers, Glass Walkers, Software Engineers, Executive Assistants, Students
Specialties: Databases, Hacking, Viruses, Computer Languages, Internet, Web Design

Enigmas
Duncan pondered the new challenge from his pack leader. Find a true Fianna tale that has never been told? Where on Earth... Then, the Galliard had a thought. He'd heard that tinker Kin had kept tales going for generations. Surely they knew a few that hadn't reached the ears of Fianna in the New World. Now, it was just a matter of tracking some down, and Duncan readied that caravans appeared regularly on the borders this time of year....
Logic problems, puzzles and mysteries are all in the realm of Enigmas. Characters with this Knowledge link information and hunches together to solve conundrums of all varieties, from the spiritual to the material. It's not that they have any sort of ESP, they just put things together uncannily well. Those characters who have Enigmas probably enjoy matching wits against devious villains or even packmates in contests of the mind.
Student: You always solve the daily crossword.
•• College: Why bother to read whodunits? You always know the ending.
••• Masters: The pack regards you as the resident riddlemaster when witty spirits are around.
•••• Doctorate: You can win contests of logic even with faulty information.
••••• Scholar: Even the deepest philosophical mysteries and issues are clear to you.
Possessed by: Theurges, Mystics, Wise Elders, Gainers, Mystery Fans, Puzzle-Lovers
Specialties: Logic Problems, Ancient Mysteries, Things Werewolves Weren't Meant to Know

Investigation
Tomas scratched a sore, his scaly skin itching like crazy in the dry desert heat. "Well, Mrs. Ironox, I'd say your cattle rustler is of the two-legged variety."
"Because you smelled no wolves?" his elderly Kinfolk neighbor asked with an arm around her 11-year old granddaughter.
"No, because I found her tracks in the mud," the metis grinned, handing her a plaster cast showing a set of kid's sneakers, and winking at the girl. "Looks like we may have another New Moon hanging around in a few years."

Relying on physical evidence, explanations from witnesses or sheer luck, characters with Investigation are knowledgeable about crimes and criminals. They can often distinguish murder from accident or solves thefts and kidnappings by assembling and pondering the clues. This Knowledge also provides the character with what he needs to know to perform general forensic procedures, such as lifting fingerprints or figuring an approximate time of death.
Student: You've read some detective novels, and you know the lingo.
•• College: You can tear holes in a rookie cop's case.
••• Masters: You could make a living as a PI.
•••• Doctorate: You're good enough to be a special agent for the FBI or CIA.
••••• Scholar: No witness or scrap of evidence could possibly evade your attention.
Possessed by: Detectives, Police, Reporters, Special Agents
Specialties: Evidence, Ballistics, Forensics, Fingerprints

Law
"You're outta luck, Miss Daniels," the tanker captain smirked. "State court just ruled we're not liable for that spill, and since you're a hot-shot lawyer, you know double jeopardy'll prevent another trial."
Lilly gave him a cold smile. "Don't start celebrating just yet, Captain. You see, it won't be double jeopardy when I appeal the state's decision to a federal court. And you can forget my offer to plea down to criminal negligence this time." She nodded to the deputy. "Now get this b*****d out of here before I really lose my temper."

Law encompasses many areas: the enforcement system, legal code and the workings of the courts. Characters in trouble with the police will need this Knowledge (or a lawyer friend) to get them out of any legal tangles. This Knowledge also covers Garou law, such as the various codes grown up around the Litany—and the appropriate punishments for crimes against the Garou Nation. Although most lawyers have an area of expertise, such as immigration law, most state bars don't recognize these as such. The characters might have a very interesting time if their counselor doesn't have a clue about environmental law....
Student: You know a few classic cases and the basis of the legal system.
•• College: You could pass the bar exam.
••• Masters: Chances are, you're a much-sought counselor.
•••• Doctorate: You're capable of adjudging and writing law.
••••• Scholar: There are few cases or matters of jurisprudence you don't know about.
Possessed by: Philodox, Lawyers, Police, Judges, Detectives, Crime Writers. TV Viewers
Specialties: Procedure, Garou Law, Specific Types (Criminal, Contacts, Liability, etc.), Courts

Linguistics
The spirit looked to be a medieval warrior of some kind, possibly Norman or Carolingian, judging from the slightly nasal vowels. Merriam listened closely as he repeated his demand. Yes! She recognized the dialect as a direct forebear to the French she'd learned during an extended stay in Paris. Hope he doesn't mind I'm not one of his own tribe, the Strider thought as she considered the knight's plea.
Werewolves already know three languages: a human language of choice, wolfspeak and the Garou tongue. The Linguistics Knowledge allows a character to add to her language repertoire; the greater her level of Linguistics, the more languages she can speak. Because language acquisition builds upon itself, making it easier to learn subsequent tongues, the levels of ability double the number of languages known. This progression also reflects the fact that many languages are related to each other.
Additionally, the character may choose to learn unspoken languages, such as ASL, or specialize in unique dialects or accents. Remember that lupus who don't spend any freebie points on this Knowledge don't speak any human languages!
Student: One additional language.
•• College: Two additional languages.
••• Masters: Four additional languages.
•••• Doctorate: Eight additional languages.
••••• Scholar: True polyglot, 16 additional languages.
Possessed by: Diplomats, World Travelers, Linguists, Interpreters, Silent Striders
Specialties: Slang, Business Terms, Idioms, Artificial Languages, Alphabets

Medicine
Kalani plucked out the last silver buckshot from her patient. "Try not to get yourself messed up so soon, Matt. It hasn't been a day since you were in here with gashes from a fight with those Spirals. Give yourself a rest! Doctor's orders."
The Uktena grinned sheepishly at his friend, "Typical Half Moon, always looking out for the pack. I promise I'll wait at least a week." Kalani rolled her eyes. Ahroun made the worst patients.

Medicine is the study of health, function and wellness of the human body, and it also includes an understanding of anatomy and physiology. Characters with this Knowledge can diagnose and treat diseases and injuries. They can likewise care for wolves and other animals, although their expertise will not be as specific as a veterinarian will have. Medicine also confers a familiarity with pharmaceuticals, legal and otherwise, that can help and harm.
Student: You know advanced first aid and CPR.
•• College: You could be a successful emergency medical technician (EMT).
••• Masters: With the right paperwork, you can work as a general practitioner.
•••• Doctorate: You're capable of performing surgery.
••••• Scholar: You're one of the greatest healers of your tribe.
Possessed by: MDs, Med Students, Theurges, Nurses, Paramedics, Military Personnel
Specialties: Emergency Medicine, Forensic Pathology, Specific Fields (Pediatrics, Neurology, etc.)

Occult
Michel dropped the latest stack of papers and books cm Aerik's already cluttered desk. "This batch looked particularly ripe. Look at the titles of some of these things: A Book of the Walking Dead, One Thousand Nights of Vampires, Prince Valerian the Vampire and the Werewolf's Revenge. Where do they get this stuff?"
Aerik studied the tomes his fellow Theurge had brought. "Don't know, but this one is interesting," He pointed to a graphic woodcut in the last of the books. It showed what was unmistakably a werewolf wielding a klaive, in a bitter fight with a finely dressed Leech. "I think it's time we did some more checking up on this author. Someone knows more about the damn bloodsuckers than they're telling. And we need a good lead right now."

The character has a working knowledge of the vast area of the Occult, including (but not limited to) psychic phenomena, magic, tarot and general mysticism. This Knowledge, based on folklore and human works as it is, doesn't always present the actual truth—just what is known. For instance, using Occult to study vampires doesn't necessarily grant you knowledge of their deepest secrets. Instead, you would possess common folk wisdom about the bloodsuckers. This principle holds true for most other denizens of the World of Darkness as well. Still, this Knowledge is undeniably useful for gathering information and studying general weirdness.
Student: Ouija boards and tarot cards are about your speed.
•• College: You know some realities of the spiritual world.
••• Masters: Werewolves aren't the only mystical critters running around!
•••• Doctorate: You can pick credible stories out of the tabloids.
••••• Scholar: You're privy to some great mysteries of the otherworlds.
Possessed by: New Agers, Parapsychologists, Fortune-Tellers, Mystics, Theurges
Specialties: Tarot, Witchcraft, Curses, Ghosts, Psychometry

Politics
"How can you trust him?" Alice nearly shouted. "He's a Shadow Lord. He's using you, Leon!"
"No, he's not," Leon replied quietly. "If anything, I'm using him. Gunraven may seem like a total b*****d, but he's quietly sunk more money into the city's school system than you'll ever see. I know for a fact he'll be on my side on this issue — kids are at stake. What's more, he'll bring his tribe with him. And you must admit, there's nobody better suited to swaying the sept officials than the Lords."

This Knowledge covers understanding political systems as well as knowing who's who in the world of government. Characters with Politics can be quite effective when they're trying to sway public opinion or elected officials because they know just what to say to get things done. They can also figure out how to navigate human or wolf political structures in order to talk to the "right werewolf to get their goals accomplished.
Student: You vote and take pan in occasional protests.
•• College: Local and regional politicians invite your help on their campaigns.
••• Masters: You've helped on state and national political stumps.
•••• Doctorate: You could be a member of the national government.
••••• Scholar: Your knowledge of politics rivals Machiavelli.
Possessed by: Politicians, Caern Personnel, Elders, Diplomats, Activists, Lobbyists, PAC members, Shadow Lords
Specialties: Fundraising, Political Philosophy, Grass Roots, Elections, Caern Hierarchy

Rituals
Reach of Song looked carefully at his newest charge. "You look dubious, cub. Is there a flaw in the plan?"
"Well, if we jump the guards in Crinos, we'll look pretty conspicuous on the street afterwards, what with our clothes in shreds." Since he Firsted a month ago, Jason was running out of jeans.
"That's not a problem." replied the older Strider. "Hold still."
Jason watched as his mentor, eyes closed in deep concentration, touched the boy's jeans, then his shirt and finally his shoes. "Simple enough. I've dedicated them to you; they will change to fit no matter your form. And if you impress me on this outing, I'll show you how to perform the rite yourself," Reach of Song added with a hidden smile.

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, including how to participate in such events and behave properly toward elders and leaders. At higher levels, the character may also know about the sacred rites of other tribes. A character needs a Rituals rating equal to or greater than the level of rites he knows or seeks to learn.
Student: You've watched a few rites closely.
•• College: You carry yourself well at tribal moots.
••• Masters: Other tribes invite you to attend their moots.
•••• Doctorate: Even Black Spirals respect your knowledge.
••••• Scholar: You can devise original rites.
Possessed by: Garou, Changing Breeds, Rare Kinfolk
Specialties: Accord, Caern, Death, Mystic, Punishment, Renown, Seasonal, Minor

Science
Soren checked the pipette. "Almost finished, Lise. It's a risk to transport, but it'll blow those doors off, guaranteed."
"Good," his packmate replied. "I daresay we could tear out the housings with our claws, but a bit of your special liquid explosive never hurts, especially since we're outnumbered." She put a firm hand on his shoulder. "I'll see to it that Otto puts in a word or two about this in his next saga." Lise grinned fiercely, a look Soren returned eagerly.

At its most basic meaning, Science is simply a systemized study of some specific subject, and over the years, scientists as a whole have developed a number of universal laws and theories that the character will probably know. This Knowledge is broad, and characters should probably choose an area of expertise (such as biology, chemistry or geology) or two closely related areas of science with Storyteller permission.
Student: You understand basic theories and laws.
•• College: You comprehend and can teach complex scientific applications.
••• Masters: In your area of expertise, you can construct useful items and substances.
•••• Doctorate: Your applications are worthy of a Nobel prize.
••••• Scholar: You've made well-known and lasting contributions to science.
Possessed by: Researchers, Engineers, Inventors, Technicians
Specialties: Experiments, Theory, Specific Equipment, Practical Applications

Other Knowledges
Area Knowledges, Cosmology, Herbalism, Wyrm Lore, Poisons
PostPosted: Mon Jul 25, 2011 7:18 pm


Abilities


During character creation, you also choose and assign points to your character's Ability Traits. These Traits represent the more specific Talents, Skills and Knowledges that your character possesses. They describe her level and field of expertise in the subjects that she has pursued during the course of her life, as well as the natural talents that she has developed. For dice rolls, you use these Abilities in combination with the Physical, Social and Mental Attributes to create your dice pool and determine how success-hilly your character accomplishes a particular task. This combination represents more accurately how your character's innate abilities enhance or detract from the skills she has learned, For example, a person may rely on her natural Dexterity to walk along the top of a stone wall, but if she attempts to sneak along that wall without making any noise, her chances of success increase greatly if she has learned how to move stealthily as well.
The 30 Abilities listed here, in three categories (Talents, Skills and Knowledges) offer a jumping-off point for making your character unique. Many of them are broad, general categories that you can customize for your character by choosing a Specialty, even if you're not yet assigning 4 points to the Ability. Choosing a Specialty early means that your character has a particular interest in this area, and (though it gives you no special advantages on your dice rolls) it helps you define your character's interests and goals more clearly. Furthermore, with the approval of your Storyteller, you may come up with new Abilities and Specialties that fit your character but that aren't represented by the ones listed in this chapter.

Talents


These Abilities represent the intuitive talents that your character possesses and has honed over the years. Your character has developed certain instinctual abilities through the course of her job, education or lifestyle. These abilities come to her naturally, and she usually doesn't have to choose consciously to invoke them, though she may employ them quite insightfully in certain situations. Talents result from her other studies, and they are side effects of how she lives her life. Her experiences and personality dictate which of them she possesses.
For example, an ex-gangster will be more alert to his surroundings than a debutante from the social set, merely because the ex-ganger has always had to watch his back.
Unlike Skills and Knowledges, you take no penalty to your Attribute dice pool if your character attempts an action that involves a Talent. Talents merely stem from developments of the character's natural Attributes in concert with special tricks, traits and instincts.

Alertness
Something nagged at Mark's mind as he made his way out of the gas company building. The crumbling facility certainly didn't inspire comfort in its visitors, but that wasn't the problem. He paused to collect his thoughts as he wondered what it was that made him feel particularly edgy, and he pulled his coat a little tighter against the ever-present chill.
Squinting briefly, Mark watched the woman who'd been working with her car in the parking lot, changing the flat front tire. He couldn't readily make out her features but something about her movements was wrong. The drag on her leg... Mark's military mind immediately recognized the sign of someone wearing a concealed piece in an ankle holster, and he quietly turned back into the building to find a different exit.
Your character's Alertness score describes how intuitively aware she is of her surroundings. Such a character naturally pays attention to her senses and has learned to note changes in her surroundings and environment. Generally, it relates to physical aspects of the area and a character with a high Alertness may be more likely to spot an ambush in the shadows, notice a particular person's perfume, hear the snap of a twig or taste the taint of poison in a drink. She has honed her senses to the point where she instinctually notices things without having to look for them. More often than not, the Alertness Trait pairs with the Perception Ability in creating dice pools.
Novice: You notice the oncoming car when it blows its horn.
•• Practiced: You often eavesdrop.
••• Competent: You keep an eye on things.
•••• Expert: You don't miss much.
••••• Master: You sense changes in barometric pressure.
Possessed by: Criminals, Bodyguards, Journalists, Detectives, Hunters
Specialties: Concealed Weapons, City, Forest, Followers, Ambushes

Athletics
Jared had been a long-jumper in high school. Standing at the edge of the roof, pursued, with options that boiled down to jump or jack-s**t, he really hoped that he still had it. He debated. He pondered. He backed up and paced off the approach.
Crash! The gun-toting gangers nearly broke the door off the hinges as they plowed through it.
No class, Jared thought. He took only a moment to glance back, then focused on the leap. He set up, set his target and set himself in motion. One, two, three... six, seven, leap! Jared threw himself into the air. His arms and legs flailed as he flew forward. In seconds, it was over. Jared landed with a roll on the far roof. He had made it, but dodging bullets wasn't going to be as easy.

This Talent describes the basic athletic ability that your character has developed through physical training, sports or other rigorous physical activities. It differs from the Physical Traits (Strength, Dexterity and Stamina) in that it takes your character's natural athleticism and adds the benefit of any training or sport aptitude to her innate physical potency. Athletics governs your character's ability to jump, climb, throw, run and do any other athletic feat for which she may need to have trained or learned specific methodologies.
Novice: You're good at watching sports.
•• Practiced: You played basketball in high school.
••• Competent: You learn new moves with ease.
•••• Expert: You put most other athletes to shame.
••••• Master: You defy the laws of physics.
Possessed by: Athletes, Kids, Dancers, Actors, Trainers
Specialties: Acrobatics, Dancing, Flexibility, Strength, Dexterity, Stamina, specific sports

Awareness
Though she'd been about to head home from the coffee shop, Lee Ann stopped short as the hairs rose on the back of her neck. The idle chatter of the shop faded into a background buzz in her mind while she turned slowly to survey the area. The outdoor plants waved under the low breeze as people went about their lives obliviously, but a chill rose on her skin. She felt, rather than saw, a presence. Something was moving through the crowd, unseen and unheard, without substance yet nevertheless very much real and possibly dangerous. Sliding around the doorjamb, she ducked toward Kyle's table. She couldn't see it, but if it was spying on them or planning something malicious, she wanted a little help.
Unlike Alertness, which measures a character's sensitivity to mundane events, Awareness is a gut reaction to the presence of magic. Usually, only mages (and a few other creatures like spirits and ghosts) possess this particular Talent. Once attuned to the supernatural, such students, of the arcane just get hunches, chills, or sudden flashes of inspiration. Magic calls to magic, and the character recognizes instinctively when something's just not right in the area. Of course, knowing that something's wrong doesn't mean that the character knows what it is; that's the province of proper knowledge.
A mage can use Awareness deliberately if he suspects that something is mystical, in order to determine a general impression of the item or creature. However, the Storyteller rolls Awareness sometimes to determine whether a mage notices a strange event or magical Effect that's not immediately visible.
Novice: You sometimes get strange feelings or vibes from certain places or people.
•• Practiced: You've felt the supernatural all around you, and you're sure that there are "things out there."
••• Competent: When you concentrate, you can feel the ebb and flow of magic in things, and you sometimes even pick out specific types of Resonance.
•••• Expert: The very world around you hums with the power of the supernatural, and you are keyed to its harmonies.
••••• Master: From the tiniest spell to the grandest spirit, you've seen and sensed them all. You can feel the tug of magic from across a city or pick out the subtle flavors of an enchanted object with but a touch.
Possessed by: Psychics, Gypsies, Mystics, New Agers, Paranormal Researchers
Specialties: Talismans, Spirits, Effects, Mystical Places, Resonance

Brawl
The jerk had it coming. Michele grabbed that finger he was pointing at her and pulled it around behind his back, stepping to one side and widening her stance. Smooth and graceful, she positioned herself and thrust his wrist up between his shoulder blades. In the flash of an eye, she had wiped the smug look off his face and planted him flat on his belly on the floor — right where he belonged. Straddling him, she asked, "Do you have anything else to say?"
The man coughed and shook his head. He groaned. "No, ma'am."

The Brawl Talent represents your character's hand-to-hand combat prowess. The Brawl Ability covers everything from scratching, clawing and biting to martial arts. Unarmed combat comes in many forms, and your character may have picked up her techniques on the street, in bar brawls, in the boxing ring or in a dojo. She may have trained and studied hard, or she may simply have lived a lifestyle that gave her enough experience to take care of herself in a fight. The Brawl Ability assumes that your character
isn't using any weapon aside from her body.
Novice: You can throw a jab or poke someone in the eye.
•• Practiced: You hold your own when necessary.
••• Competent: You've fought regularly and usually won.
•••• Expert: You could be a contender.
••••• Master: You've made fighting into an art.
Possessed by: Military, Police, Akashic Brothers, Thugs, Assassins
Specialties: Boxing, Wrestling, Disarming, Dirty Fighting, Kicks, Self-Defense, specific martial arts

Dodge
Cochrane sighed as he walked through the deserted parking garage to his car. Never in his life had he been so humiliated. He didn't understand why Markov insisted on treating him like a personal servant, but Cochrane had had enough.
The car came out of nowhere, squealing around the turn and speeding straight for him. Cochrane lurched to one side, twisting away. He landed with a hard jolt to his body, but the car missed him. So, Cochrane thought, eyeing the license plate of the retreating vehicle, it seems Markov's tired of me too. So be it. He got up, brushed himself off and went home to call Librescu. Maybe the Hollow Ones would be more appreciative of Cochrane's particular talents.

When someone's shooting at, throwing a punch at or trying to tackle your character, the Dodge Ability tells how well she can get out of the way. It represents her skill at diving to one side, taking cover or otherwise maneuvering to remove herself from danger.
Novice: You crouch reflexively, arms over your head.
•• Practiced: You have taken a self-defense class.
••• Competent: You dive, bob and weave with grace.
•••• Expert: You rarely get hit.
••••• Master: You tip your head to avoid the bullet.
Possessed by: Criminals, Police, Street Kids, Martial Artists, Boxers
Specialties: Cover, Sidestep, Footwork, Leap

Expression
Layton lowered his voice, "This story ends, my darling Lisa, two days later when Carma went in search of her lover. She found him on a desolate expanse of road, lying with his feet in the ditch. Even from a distance, Carma could tell.... He lay there so still and so empty. The man she had loved was gone, and all that remained was an empty shell. She didn't dare spare herself the horror of seeing him. One small hope pushed her forward, but his blood painted the concrete black in the moonlight and his dead eyes stared off into space, into the universe he had explored and loved so much. Carma knew, in that moment, where to find him. She lifted her eyes to stars."
The silence following Layton's story rang in Lisa's ears. Though Lisa fought them, tears escaped and slid down her cheeks. Her heart broke for the woman in the tale. She didn't know Carma, but she felt the pain of loss as distinctly as if it had been her own. She whispered, "I'll see what I can do."

The manipulation of words comes easily to characters with a high Expression score. This Talent covers the ability to use words (either verbal or written) to sway others, to evoke emotions and to get a point across to an audience. A politician
character might use this Talent to make his speeches so moving that he wins voters, whereas a poet character might use this Talent to write poetry that touches the heart and makes his readers feel with him. This Ability ties directly to the Social Attributes. A Talent for Expression can help a character motivate others, tear down someone's ego with biting criticism, charm an audience or manipulate a person into doing something he normally wouldn't do.
Novice: You express stuff.
•• Practiced: You have a good vocabulary.
••• Competent: You choose your words well and make your point.
•••• Expert: You touch people with your words.
••••• Master: You could found a new religion.
Possessed by: Actors, Writers, Poets, Politicians, Priests, Brown-nosers, Celestial Choristers
Specialties: Acting, Poetry, Prose, Improvisation, Conversation, Inspiration, Game Design

Intimidation
Billy grumbled, "Look, I'm jus' sayin' I really don't think she's got her s**t under control. I'm not tryin' t' slam your girlfriend. She's nice and all, but she's gonna bring us all down if she keeps this s**t up. Know what I mean, man?"
Billy's throat clenched when Duke lifted his eyes and turned his head slowly — too slowly. A sense of impending doom scrambled up the back of Billy's neck, like rats escaping a sinking ship. Under the scrutiny of Duke's hard eyes, Billy experienced the unmistakable urge to flee right along with the other vermin.
"You listen to me," Duke growled. "I don't give a ******** what you think. Know what I mean? Man? Get outta here."
Billy was already on his way.

People have many fears, so they can be intimidated in many ways. It can occur subtly without your character even realizing she's doing it. Perhaps her strength of character alone makes her an intimidating figure. Perhaps her physical stature intimidates. In certain instances, she may wish to intimidate someone actively as well, through verbal or physical assault. The Intimidation Talent represents your character's awareness of her ability to overshadow others and her skill at using this factor together way, draw information from an unwilling target or frighten others away from taking action against her.
Novice: Your bark is worse than your bite, and it shows.
•• Practiced: You intimidate those smaller than you.
••• Competent: You make people think twice before acting.
•••• Expert: You don't try; people just avoid pissing you off.
••••• Master: You scare vicious pit bulls.
Possessed by: Bullies, Executives, Military Officers, Bouncers, Gangsters, Gypsies
Specialties: Physical Scariness, Grit, Bluffing, Implied Threats, Crudeness, Fearlessness

Leadership
Marcia stood slowly and lifted the crystal wine glass in her hand. She spoke up, "Here's to Blackwell. We're all going to miss you, love." The sobs quieted a bit and all eyes turned to Marcia. She drank from her glass and licked the bitter fruit from her lips. Her gaze traveled from person to person, her own sorrow, sympathy and strength revealed openly. They all lifted their glasses and toasted. She waited until they had finished, then said, "And now, we have to go on. The crisis isn't over, and we can't afford to lose anyone else. We have to stick together, work together and help each other. It's what Blackwell would have wanted."
"What should we do?" someone asked.
Marcia replied simply, "I have a plan."

Some characters have a knack for taking the leadership role with others, They exude a certain quality that makes people follow their orders, listen when they speak and embrace their agendas. The Leadership Talent has more to do with Charisma than it does Manipulation. It represents those indefinable qualities of appearance, mannerisms, vocal tone and eye contact that makes one a leader. A high score in this Talent doesn't necessarily mean, however, that the character makes all the right decisions for her group, only that her people will follow her like lemmings off the edge of the cliff, just because she seems to know what she's doing.
Novice: You could be a scout leader.
•• Practiced: You have held office in college clubs.
••• Competent: You exude an aura of confidence.
•••• Expert: You inspire loyalty and excitement in your followers.
••••• Master: You could lead a nation.
Possessed by: Politicians, Gang Leaders, Corporate Executives, Chantry Heads, Police
Specialties: Oratory, Expertise, Nobility, Tense Situations, Friendly

Streetwise
A cigarette flared in the darkness. Andy moseyed that way. He pulled up beside the street rat and lit a cigarette of his own. "Hey," he greeted simply and received an equally taciturn reply. Blowing his smoke up into the night, Andy said, "Heard the Head's got a boner for yellow meat."
"Yeah," grunted the grungy kid. "That's the word. Man's boy was stuffed in the grinder. Sushi."
Andy nodded, "Ugly s**t. Any green comin' down on it?"
The kid huffed quietly, glancing down the alley. "******** yeah," he murmured. "Chitown gigolo moved in last night."
The conversation turned into silent smoking, then Andy pushed away from the wall. "Gotta go," he grunted. "Take it easy, man." He restrained his smile until he'd turned the corner. So, he thought. Zephyr's hired a hit-man to go after Lu. This should get interesting.

He tossed his cigarette into the gutter and hailed a cab.
The streets have a language and a rhythm all their own. This Talent allows your character to fit in on the streets, gather information from the street rumor-mill and take advantage of other street resources. It gives your character the necessary knowledge and understanding to tap the black markets successfully, to stay safe and to blend with the people who belong to the street.
Novice: You're not trusted entirely, but you can talk to people.
•• Practiced: You're accepted, and you can find what you need eventually.
••• Competent: You know how to earn respect on the streets.
•••• Expert: You blend with the gangs and the drug dealers.
••••• Master: You haven't heard it, it hasn't happened.
Possessed by: Homeless, Criminals, Reporters, Detectives,
Vice Squad, Free-Clinic Doctors, Cultists of Ecstasy
Specialties: Rumors, Drugs, Gangs, Petty Theft, Local Slang, Weapons

Subterfuge
"Are you lying to me?" Mary-Joan asked bluntly, straightening her jacket's satin collar. She looked up at the new apprentice, gauging him. How many times had she stood in this same situation? She knew about secrets. Everyone had them — even the most distinguished Choristers. This "altar boy" hadn't learned the fine art of hiding his yet.
"No, Lady," the young mage replied, averting his eyes.
Mary-Joan decided to let him believe that he had hoodwinked her. She put a hand on his shoulder, "I'm glad to hear that," she lied back with a smile. "I think you have a bright future in the Choir."

This Talent represents your character's ability to conceal her true motives and act in a manner completely different from how she truly feels. Usually, a character will use this Talent to manipulate people, to hide an emotion that would not be well-received or to fit in with those around her. The Subterfuge Ability also allows her to recognize when others are acting contrary to their own feelings or are pretending to do something for reasons other than their true motives. Characters with a high score in Subterfuge have a knack for secrets, double-dealing and intrigue.
Novice: You can pull off the occasional lie.
•• Practiced: You hide your true feelings well.
••• Competent: You put on a believable act.
•••• Expert: You have no cracks in your performance.
••••• Master: You're the last person anyone would ever suspect.
Possessed by: Politicians, Lawyers, Teenagers, Actors, Con Artists
Specialties: Seduction, Impeccable Lies, Hidden Emotions, Politics

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Mon Jul 25, 2011 7:21 pm


Skills


Skills include those things your character has learned through training and practice. Usually, they "involve some sort of physical interaction with a tool or the use of a learned method. These Traits require a conscious effort and practice to improve, if your character attempts an action involving a Skill in which she has no points, then your Storyteller may allow you to roll with a dice pool made up of the appropriate Attribute alone, but she increases the difficulty number by one.

Crafts
The machinery in the workroom whirred and buzzed. Unlike most people, Rafter needed the background noise to think and to create. She ran her hand down the smooth surface of the steel plate, sensing every minute warp and imperfection. "How would you like to be immortal?" she muttered absently to the piece. "I hope you're ready, baby, 'cause I'm gonna give you wings to fly." She flipped down the face-plate of her mask and fired up her blowtorch. The first stage of her greatest masterpiece had begun.
The Crafts Skill includes anything related to working with your hands, such as engine repair, electronics, plumbing, carpentry
and the creative arts. Your character can even create a lasting work of art with enough successes. If you put points in Crafts for your character, then you must choose a Specialty for her, even though you won't get any roll bonuses until you have four dots in it. Because this Skill encompasses so much, the Specialty helps you define exactly what your character has learned.
Novice: You can handle the simplest projects.
•• Practiced: You know little tricks to improve your work.
••• Competent: You make things others want to buy.
•••• Expert: You amaze people with your work.
••••• Master: Your artistry sets you apart from the mainstream.
Possessed by: Mechanics, Artisans, Artists, Designers, Inventors, Quakers, Sons of Ether
Specialties: Home Repair, Vehicle Repair, Clothing, Appraisal, Pottery, Watercolors, Carving

Drive
When faced with a choice between a brick wall, a narrow alley and a car full of armed gunmen. Missy chose the narrow alley. "Just like threading a needle," she reassured herself as she guided the speeding car into the tight passageway. Sparks flew past her window as the left-front panel scraped against hard stone. Missy kept her eyes straight ahead and prayed there weren't any dumpsters or children uniting to leap into the beams of her headlights. Finally, she saw the end of the tunnel, so to speak. The alley opened onto a parking lot. Just as she sped out into open space, she heard the crash and crunch of metal on stone behind her. Glancing in her rearview mirror, she spied the gunmen's vehicle wedged askew in the alley. During the leisurely drive home, she debated what kind of car she wanted to buy next.
Although a character can usually handle a car without specialized training, it takes some level of the Drive Skill to handle a car in dangerous situations, rough terrain or really nasty traffic. The higher your character's Drive score, the more expertise she has with different driving conditions as well as different kinds of vehicles. You should establish with your Storyteller what kind of experience your character has, because a person skilled at riding a motorcycle may not have the first clue about driving 18-wheelers.
Novice: You can drive an automatic transmission.
•• Practiced: You can drive a stick and handle rush hour in New York.
••• Competent: You're as good as a professional chauffeur.
•••• Expert: You could be a stunt driver.
••••• Master: You and your Porsche share one mind.
Possessed by: Cabbies, Truckers, Chauffeurs, Racers, Bikers Specialties: Off-road, Motorcycle, Fancy Maneuvering, Losing Tails, Sudden Stops, Skids

Etiquette
"So there I was, man, up to my eyeballs in Paradox and these freaky spirit things were closin' in." Brandon gestured with the pipe in his hand. Things seemed to be going well. His new friends had gone. silent, listening to his story. They all stared at him through their drug-induced hazes—expectantly. Brandon opened his mouth to continue the story, but someone interrupted.
"Dude," the Cultist named Blue said, "you gonna hog that bowl all night? Pass it on!"
Brandon blushed all the way to the roots of his hair and handed the pipe to the girl on his left. "Sorry," he uttered.
Someone else jumped in, "Did I ever tell you guys about the time...."

Etiquette gives your character the knowledge and grace she needs to do all the right things. This Ability helps your character when she's trying to impress others, fit in unobtrusively, be diplomatic or haggle. A character with a high score in Etiquette understands the nuances of proper behavior in both mortal and mage society. You may choose a Specialty for her that represents the culture with which she's most familiar.
Novice: You manage to stay out of people's way.
•• Practiced: You know some of the lingo and don't insult anyone.
••• Competent: You impress others with your ability to blend.
•••• Expert: You're the epitome of tactfulness.
••••• Master: You'd make others feel like oats in your shadow, but you're too smooth to let someone feel that had around you.
Possessed by: Diplomats, Debutantes, Leaders, Celestial Choristers
Specialties: Street Culture, High Society, Boardrooms, Mage Society

Firearms
Nothing happened. Reny pulled on the trigger again, but still nothing. He stared down at the gun in his hand as if it were an alien.
Susan reached over and efficiently flipped off the pistol's safety. "Try it now," she said with a chuckle. "Like this." She raised her gun and aimed it at the target. Boom! Boom! Boom! In three quick shots, the paper man had a neat, tight shamrock in the middle of his face. Boom! Susan grinned and lowered her weapon. "My lucky day. A four-leaf clover."

Paradox keeps mages from using their magic to deal with every situation. Sometimes, a good, old-fashioned revolver does the trick very nicely. Leading the dangerous lives they do, mages learn to defend themselves in a variety of ways. This Skill represents your character's familiarity with various firearms, from pistols to heavy machine guns. It doesn't, however, include heavy artillery such as mortars or tank guns. Someone skilled in Firearms can recognize, clean, load and shoot most types of small arms. This Ability is also used to unjam a gun (using Wits + Firearms).
Novice: The bullets come out of that end, moving very fast....
•• Practiced: You spend time at the shooting range.
••• Competent: You've had to use your gun in a firefight or two.
•••• Expert: Marksmanship is more than a hobby; even skilled gunfighters come to you for tips. The gun is an extension of your hand.
••••• Master: Your gun is an extension of your eye. If you can see it, you can hit it.
Possessed by: Police, Military, Survivalists, Hunters, Gangers, Hit men
Specialties: Fast-Draw, Gun-smithing, Sniping, Automatics, Shotguns, Handguns

Meditation
Beatifically still, Lee Ann breathed in deep, even suspiration. Despite her usual casual attire, the cold seemed to roll off her as if she were sheeted in a layer of perfect contentment.
"I'm still fuh-freezing!" moaned Kyle, his arms wrapped about his body. "Isn't there an easier way to do this?"
"Hush," Lee Ann said in a quiet voice, without even opening her eyes. "The important things are rarely easy. For now, just breathe."

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. (See p. 111 for some uses of this Skill.)
Novice: Those gurus on the street sure make it look easy, right?
•• Practiced: Meditation helps sometimes when you're agitated.
••• Competent: A staple of your lifestyle, meditation keeps your mind clear.
•••• Expert: Even under highly adverse conditions, you can find your center.
••••• Master: You could practice Zen archery unruffled in the midst of a raging firestorm — with your teeth.
Possessed by: New Agers, Martial-Artists, Psychological Patients
Specialties: Stress Management, Clarity, Biofeedback, Zen

Melee
The cowboy had bad news written all over him. He was itching for a fight. Standing from his barstool, he pulled a switchblade out of his pocket and flicked it open.
Vern should have known better than to antagonize the man, but with a name like Vern, you have to keep your testosterone on high. "Come on," Vern egged, wiggling his fingers. He backed toward the pool table, and, when the man advanced, he grabbed a pool cue.
The fight lasted longer than Vern had expected, but he couldn't use his magic there — too many bystanders. Relying on his training, he wielded the cue like a staff and slowly dissuaded the cowboy from cutting him to ribbons. By the end, the man was face-down on the pool table, and Vern had suffered only a cut to his leather jacket. That hurt more than anything, of course. The jacket had sentimental value.

In close proximity, a melee weapon — such as a knife, club or sword — can be just as lethal as a gun. This Skill describes your character's expertise with a variety of bladed and blunt weapons. It includes the use of clubs, knives, daggers, rapiers, stakes, katanas, axes, staffs, nunchaku or any other such weapon. Thrown weapons, though, operate under the province of Athletics.
Novice: You know the right way to hold a knife.
•• Practiced: You've had experience with street fighting.
••• Competent: Sword, axe, club, severed limb— if it's a weapon, you can use it.
•••• Expert: Carving up your opponents is just like cutting a Thanksgiving turkey.
••••• Master: You flick your wrist and heads roll.
Possessed by: Assassins, Gangers, Martial-Artists, Police, Duelists, Adventurers
Specialties: Knives, Swords, Improvised Weapons, Stakes, Disarming, Axes, Throwing

Performance
"Mum's the word!" the announcer shouted, and the band ran onto the stage. Lights flashed and lasers skipped over the anonymous faces of the screaming crowd.
Klaus strutted across to his microphone and put a big kiss to it for his fans, with a shrieking, "Mmmmmwah! Hello, everybody! We're Mum and we're gonna rock your universe!" The drumbeat kicked it off, an echoing bass heartbeat felt in every stomach in the auditorium. The other instruments joined in, providing the hum of blood and the crescendo of adrenaline. Klaus grabbed the collar of his T-shirt and tore it straight down the middle.
The crowd went wild. In that blend of adoration, exultation and sheer screaming ecstasy, there was magic.

Whenever your character attempts to perform something in front of an audience, this Skill governs her success. It covers all performance arts, such as singing, dancing, playing an instrument and acting. She will undoubtedly have a Specialty in one area, but truly talented performers may have developed expertise in several. This Trait not only represents your character's skill with the act itself, but also her ability to work the audience. Combined with the Expression Talent, the character can not only sing, dance or act, but can evoke strong emotion and improvise or create powerful messages for a given medium; with Subterfuge, the character can easily feign specific emotions or motives — perfect for a strong actor.
Novice: You sing and the audience doesn't boo.
•• Practiced: You're relaxed and comfortable on stage.
••• Competent: You have a following of groupies.
•••• Expert: You wow audiences with your talent.
••••• Master: Your performances draw awe-filled stand innovations.
Possessed by: Vocalists, Actors, Musicians, Dancers, Mimes, Celestial Choristers, Cultists of Ecstasy
Specialties: Dancing, Singing, Rock and Roll, Acting, Stand-up Comedy, specific instruments

Stealth
Oz melded with the darkness, seeking its comforting embrace during the long night ahead. He barely breathed, barely blinked. At times, especially when the screams of outrage and pain rose like hot nettles into his throat, he found his own stillness nearly unbearable.
But this, he reminded himself silently, this is the cycle of renewal, just a step in the process. He was a believer. He watched, for his own edification and because it was too late to save the victim.
Still, the insane cruelty of the killer made his stomach uneasy. Had the world changed so little that it still produced a man who could systematically torture and kill another? The blood flowed across the floor, one small stream of it passing no more than an inch from Oz's toe. He didn't move. He didn't flee. And when the time came, he emerged from the shadows like Death and released the killer's soul too. He, unlike his victim, had no time for terror and knew no pain.

The points you assign this Skill determine how well your character can sneak and hide. It applies whether your character is moving or not. In many cases, your Storyteller will ask you and your opponent to roll as in a resisted action. The player with the most successes either succeeds in avoiding detection or detects the other. For simplicity, however, the Storyteller may simply set the sneaking character's difficulty number equal to her opponents Perception score. If she succeeds, then she manages to remain hidden. If she fails or botches, then she gets noticed.
A particularly crafty Storyteller will make your Stealth rolls for you and let you sweat over whether your character is actually hidden or not.
Novice: You can hide behind big things.
•• Practiced: You sneak like a teenager escaping the house.
••• Competent: Shadows are friends to you.
•••• Expert: Even dry leaves and branches do not betray your passing.
••••• Master: Ninjamatics-R-U.
Possessed by: Assassins, Reporters, Thieves, Eavesdroppers, Spies, Commandos
Specialties: Hiding, Silent Movement, Shadowing, Crowds

Survival
Remy tended the small fire and listened to the sounds of the animals in the swamp; the distant roars of the 'gators, the birds calling their mates and the hummed songs of the insects. He almost didn't notice that Shima had wandered off until it was too late. Lurching to his feet, he rushed after her and grabbed her by the arm just in time.
"What are you doing?!" Shima turned on him and demanded.
"Have you lost your mind?" Remy hissed. "I told you to stay with me."
"Go to Hell. I have to piss."
"You piss where I tell you." He glanced around and picked up a thick, dry branch. He tossed it up ahead, in Shima's intended path. Slowly, the branch melted down into the quicksand. "Any questions?" Remy asked.

Every person has a special environment in which he's particularly comfortable. With this Skill, your character has learned all the little tricks necessary to survive in the environment he knows. Dangers abound everywhere and often a person unfamiliar with the terrain won't know how to avoid these dangers. Whether the environment is natural (such as a jungle or a desert) or urban (such as cities or sewers) it can be treacherous if you don't know what you're doing. You should choose a Specialty for your character to reflect what type of environment she knows. When your character uses Stealth in an environment foreign to him, you cannot roll more dice than his score in Survival.
Novice: You know enough not to drink stagnant water.
•• Practiced: A few camping and survival trips are under your belt.
••• Competent: You could lead an inexperienced group into your environment and bring them out alive.
•••• Expert: You avoid even major discomforts easily with your skills.
••••• Master: You know your environment inside and out.
Possessed by: Military, Outdoors Enthusiasts, Park Rangers, Homeless, Mountaineers, Nomads, Verbena
Specialties: Urban, Forest, Desert, Tropical, Jungle, Mountainous, Arctic, Medicine, Hunting, Foraging

Technology
Slamming the cover shut on the fuse box, Cathrine backed up, pulled the lever and gave the box a swift kick.
After only a moment's hesitation, the lights in the room came back on. The generator patched into the box hummed merrily, and the rest of the onlookers rushed to check the computer systems, monitors and speakers.
"Amazing what you can do with a strip of tinfoil, isn't it?" Cathrine smirked. "Too bad they don't make them like they used to."

Skill with Technology covers all manner of repairs, electronics, mechanical aptitude and other gew-gawgery with devices. Characters skilled in Technology can not only use all manner of devices, but they can also repair or modify such items. Of course, tools and diagrams are most helpful in this endeavor, but sometimes
there's no help for it but to trust to luck. Characters without this Skill can probably operate a toaster or a microwave oven, but they wouldn't even know how to change the oil in a car.
Novice: Fuse boxes, broken toasters and oil changes are your purview.
•• Practiced: You've done some electrical or mechanical
hobbying, and you put together all sorts of useless crap in your garage.
••• Competent: Electrical and mechanical engineer¬ ing are well within your range of skill, and you can repair many objects or make new ones.
•••• Expert: You can even program a VCR.
••••• Master: If it works on a technological principle, you can break, build, repair or rewire it.
Possessed by: Engineers, Repairmen, Technocrats, Inventors,
Saboteurs, Security Specialists
Specialties: Electronics, Mechanics, Engines, Tinkering, Security, Technomagic
PostPosted: Mon Jul 25, 2011 7:26 pm


Knowledges


Knowledge Traits represent your character's areas of scholastic and mental expertise. Most often, they require your character to have studied the topic involved actively, and for this reason, they are described in collegiate terms. Although most of them require formal training, your character may have learned them through self-study and reading. You should clarify with your Storyteller if such is the case, because your character may have the benefit of the information without the prestige of a degree. In the case of Medicine, for example, she may know how to set bones, but she may not have the certification to practice medicine legally. Your Storyteller may cap how many dots you can purchase in an area of Knowledge without pursuing a formal education.
If you have no dots in a Knowledge Trait, you cannot even attempt a roll involving it without direct Storyteller permission.
If your character doesn't speak Russian, for instance, she can't tumble her way through a conversation with just her wits.

Academics
"So... what do you think?" Montreaux twined his rooty fingers together, glancing around nervously at the people studying his latest painting. He watched as Jack Black turned away with a harrumph of disapproval. His expression of anticipation crumpled as others slowly followed Jack's example — all but one: Gerard.
Deep-voiced and academic, Gerard spoke with authority. "Montreaux, you have captured the whimsy of a Monet watercolor, here, where you have explored the evanescent effects of light. You evoke, with your use of broad areas of color, the desolation and loneliness expressed by Munch. You pull taut the lines of sexual irreverence just as Picasso did during his Rose Period. Your use of Realism against a background of Impressionism, particularly in the pigeons and the fruit, strikes me as reminiscent of the Expressionist compositions found in a Gauguin. Tell me that you have studied the great works and sought to emulate them, or I shall surely die of wonder."
Blinking, confused, Montreaux replied, "Umm?" He looked around for someone to explain to him what Gerard was saying, and he saw that the others had all turned back with renewed interest.

Study in Academics represents your character's expertise in the "liberal arts and sciences." It covers many possible fields, and you should work with your Storyteller to choose a Specialty for your character. Academics includes the theoretical and sometimes practical study of anthropology, music, history, sociology, psychology, philosophy, literature, art and any other of the so-called "soft" sciences. Although you may choose a Specialty, your character will still have a basic knowledge of all other topics that fall in this category, simply because learning one often leads to learning bits and pieces of others. If college-educated, your character will have had to take electives, after all. Furthermore, this Trait represents an overall level of education and familiarity with the academic world, such as the politics and traditions of universities.
Student: You've read all the basic high school books on the arts.
•• College: Casual intellectual discourse is no problem for you.
••• Masters: You could publish a paper in an academic journal.
•••• Doctorate: New theories and techniques result from your studies.
••••• Scholar: You're recognized as one of the foremost experts in your areas of study.
Possessed by: Professors, Artists, Musicians, Writers, Trivia Buffs, Literary Critics
Specialties: History, Arts, Music, Literature, Medieval Studies, Architecture

Computer
Cathrine's fingers flew across the keyboard, tick-tacking in the commands almost as quickly as the prompt appeared on the screen. She held back the urge to call on some of her incredible toys. This rate, she couldn't afford to use her magic. This time, she had to do it the normal way. Of course, all things being relative, she knew she still had an advantage.
The screen flashed blue and Cathrine's heart missed a beat. She held her breath. Had she hit a glitch she hadn't anticipated? But then, the logo of Dextron Inc. formed on the screen, and Cathrine smiled. She'd made it in. All she had to do was find and delete the records on Solomon. When they went looking for the hacker, they'd never suspect her. They'd start by looking for a Sleeper, and all because she hadn't left the signature use of hypertech.

Computer operation and programming fall under the sway of the Computer Knowledge. Though the Technocracy makes great use of computers, today's highly information-based society relies on them a great deal as well. Those characters with low scores in Computer may know how to manipulate their way through simple software, whereas those with high scores can program, build their own and hack.
Student: You can play computer games.
•• College: With some help files, some reference manuals and a little time, you can install or work through most software.
••• Masters: Programming is one of your talents, and you craft utilities to your own standards.
•••• Doctorate: Not only do you write code, you can hack or debug other peoples' products, and you're familiar with the most recent and efficient innovations of computers.
••••• Scholar: You created the most recent computer technology.
Possessed by: Hackers, Programmers, Office Workers, Students, Virtual Adepts
Specialties: Programming, Hacking, Code-Breaking, Viruses, Data Retrieval, Internet

Cosmology
Pushing Kyle forward, Lee Ann struggled to get purchase on the slippery "ground," such as it was. The hideous Realm into which they'd stumbled wasn't at all friendly, and unless they found an exit soon, they'd run afoul of more of its hungry inhabitants. Despite Kyle's inexperience, Lee Ann didn't plan to let him slow her down.
"Wait a minute... that door, shouldn't it be the other way around?" Kyle asked as he struggled to stay on his feet.
Lee Ann blinked and regarded the portal that Kyle indicated. Sure enough, it was wider at the bottom than the top — a definite change of pace. She knew that the symbolism of the Realm linked to its passages, and she grinned unexpectedly.
"Nope." she replied to Kyle's query. "It's exactly what we need."

Mages spend, a great deal of time studying other worlds and dealing with spirits. The Cosmology Knowledge represents this sort of education. Of course, the ways of the Umbra are diverse and strange, and there's no way to guarantee that what works in one place or time will work again. Still, certain landmarks and traits are mostly reliable, and some spirits have a habit of meddling with mages more than others. From such benchmarks, the mage can make guesses about aspects of the universe and its denizens.
Student: You've heard that there's more than just Earth.
•• College: You know the names of a few Umbral places and spirits.
••• Masters: Having visited the Umbra, you're no stranger to other worlds or creatures.
•••• Doctorate: Spirits drop in to chat with you.
••••• Scholar: Spirits ask you for advice about the Umbra.
Possessed by: Umbral Explorers, Shamans, Werewolves, Armchair Theorists
Specialties: Spirit Names, Realms, Deep Umbra, the Gauntlet, Nodes

Enigmas
The clock continued to tick as Mark rubbed his eyes. He'd always hated logic puzzles, but he knew he'd seen something like this before. That old puzzle about getting the fox, the goose and the other thing across the river... whatever it was...
It all boiled down to recursion, he guessed. There was an underlying pattern that could be repeated to build an answer. Quickly, he started sketching out combinations on the hem of his coat, using the nearly empty pen that he'd had in his pocket. Then, he started hopping from tile to tile and hoped that the spirit guarding the place wasn't feeling too trigger-happy.

Mysteries are stock in trade for magic-workers. Some magicians make an especial study of puzzles, riddles and mysterious circumstances, though. When gut instincts fail and logic can't offer a solution, the character with a broad knowledge of Enigmas sees clever solutions, hidden meanings and the motives behind such tricks. The Enigmas Knowledge can be used for figuring out the best way to approach a puzzle, the answer to a spirit's riddle or even just the morning crossword.
Student: How'd those riddles go in The Hobbit?
•• College: Towers of Hanoi, foxes and geese and a plethora of riddles all fill your head.
••• Masters: You can puzzle out the motives of spirits and madmen.
•••• Doctorate: You do crosswords in pen — in 10 minutes.
••••• Scholar: You are an enigma.
Possessed by: Detectives, Analysts, Game Players, Philosophers, Psychologists, Raving Nutcases, Really Annoying Old Masters
Specialties: Deduction, Riddles, Quick Solutions, Historical Puzzles, Codes and Ciphers

Investigation
"Did you move him?" asked David, crouching down beside the corpse. The smell of blood and other final bodily excretions put a mask of distaste on the Verbena's face.
"No," replied the other man. "I found him and called you immediately."
David nodded and pointed to an odd discoloration on the dead man's arm. "This arm has been moved. These discolorations show the pooling of blood in the dead flesh. They should be on the bottom, but here they're on the top. Something was taken from that arm.
Here, a ring is missing. See the wear-mark it left?" David looked up into the barrel of a gun. "Hmmm. Tell me, Victor," he said. "What was so special about the ring that you'd kill for it?"

Whenever your character investigates a crime scene, looks for clues or performs more detailed forensic exploration, the Investigation Knowledge is invoked. This Trait implies that your character has learned to read specific clues that give her information. More than just the ability to notice things, it shows that your character has learned specific methods for discovering the truth. She may have studied Criminology or Forensics, for example. It's more than just noticing a clue, it also involves interpreting that clue.
Student: You've read plenty of detective novels.
•• College: Beat cops and amateur stalkers are in your class.
••• Masters: Experienced detective work is under your belt.
•••• Doctorate: You could profile crimes for a living.
••••• Scholar: You rival Sherlock Holmes.
Possessed by: Detectives, Police, Coroners, Profilers, FBI Agents
Specialties: Forensics, Crime Scenes, Poisons, Weapons

Law
Climbing vines draped the white house on Marshall Street, their cheerful green painting a contradictory backdrop to the black limousines.
The vehicles proceeded down the long, curving driveway to the front door. Each in turn, the judges entered the house. The last car brought the defendant, his advocates and his guards.
The judges had already seated themselves at the front of the courtroom by the time the defendant entered. One from each of the Traditions, they waited with stiff impatience. It appeared that they had already made up their minds about the verdict, but the defendant deserved to have his case heard. That was the law.

Wescott set his briefcase upon the table and opened it. He knew he had a tough job ahead of him. Clearing a man so carefully framed might well prove to be his greatest challenge. At the call for Wescott's opening statements, the advocate pulled a bloody heart from the plastic bag in his case and held it high. The entire room gasped.
A character with a high score in the Law Trait knows local or national laws well enough to manipulate them to her benefit. She can find loopholes in the law, prosecute a defendant with aplomb or advise people on how far they can go without breaking the law. Furthermore, this Knowledge can represent an understanding of the Protocols and allow a mage to use the laws of the Traditions to her own advantage.
Student: You watch late-night civil court shows.
•• College: You may have done professional law studies, or else you've done a lot of reading.
••• Masters: You could have your own law practice.
•••• Doctorate: Your reputation for winning precedes you in court.
••••• Scholar: You could find loopholes in a contract with the Devil.
Possessed by: Lawyers, Criminals, Police, Legislators, Judges, Bounty Hunters, Quaesitori
Specialties: Criminal, Civil, Tradition, Police Procedure, Contracts, Corporate

Linguistics
The Etherite from Paris stood slowly. "Je suis désolé, mais je vous trouve absolument bêtes. Vous ne comprenez pas l'importance de mes travaux." He strode out of the room.
"What did he say?" Preston asked, looking toward the Etherite's interpreter.
"He said," the interpreter answered, "that he must excuse himself. He's not feeling well, And if you will excuse me, I believe I should go tend to him." The stick-legged man hurried after his companion.
Blandine chuckled softly from her end of the table. She spoke French and knew the interpreter had smoothly covered his friend's insult. She assumed he had rushed off to entreat the Etherite to make amends rather than lose every chance of making an alliance on this side of the Atlantic. Moments later, she excused herself as well. She had a card to play in this little game.

All characters are assumed to be able to speak, read and write their own native tongue. Any other languages known are represented by this Knowledge. Additional dots in Linguistics give a character a broader range of languages. You determine, with your Storyteller's approval, what languages you want your character to speak. These languages can come from any country, either modern or ancient, and they generally include written forms as well. A high level of this Knowledge often indicates a broad, general knowledge of language theory, and your character may take "Linguistic study" in place of a language, thereby studying the underpinnings of language itself.
Student: One extra language.
•• College: Two extra languages.
••• Masters: Four extra languages
•••• Doctorate: Eight extra languages.
••••• Scholar: 16 extra languages.
Possessed by: Linguists, Diplomats, Foreign Nationals, Spies, Tour Guides
Specialties: Hieroglyphs, Latin, Local Dialect, Written Expression, Slang, Ciphers, any modern language

Medicine
"It's because of my knowledge of the human body that I can do what I do, Maphis. Do you doubt me?" Jodi chewed coyly on a fingernail. "You see, there are certain locations where, if you disrupt the natural order, you can kill a person within moments." Her dark eyes slid down Maphis' body to his chest. "The heart... the ventricles are like valves. Close them and the whole system panics. Feel it?" Jodi smiled as Maphis gasped and pressed himself back against the wall. "Such terror in your eyes," she commented, releasing the organ from her magical control. "As it should be. I can squeeze specific muscles and make your body do as I wish. Or... I can render you completely vulnerable." With a gesture, she sent her magic to press Maphis' jugular closed. The mage's eyes rolled up into his head and he collapsed to the floor, unconscious. Jodi laughed while she unbuttoned his shirt — just for demonstration. She was still laughing when Maphis awakened. "So," Jodi asked, "do you understand now why you have to pay very... close... attention... when I address you?"
The Medicine Trait gives your character an understanding of the human body, for both constructive, reparative and destructive purposes. It represents knowledge of medication, ailments and first-aid. At higher levels, it allows diagnosis, treatment of disease, surgery and the use of highly technical medical equipment. A character with Medicine is not necessarily formally trained or licensed, but she can practice with the best of them as long as she's careful not to let anyone know! Of course, this Knowledge can also represent a character who is a certified medic, doctor or nurse.
Student: You know basic first-aid and CPR.
•• College: You can handle basic trauma and diagnosis,
••• Masters: General practice is within your range of skill.
•••• Doctorate: Surgery, specialties and the big bucks all await your practice.
••••• Scholar: At the cutting edge of medicine, your skills are in demand throughout the world.
Possessed by: Med Students, Lifeguards, Nurses, Doctors, Paramedics, Euthanatos
Specialties: Research, Pediatrics, Emergency Care, Pathology, Poisons, Surgery, Pharmaceuticals

Occult
Xian made a conscious effort to loosen her death-grip on the steering wheel, flexing shaky fingers. She glanced over at her passenger.
"We're lucky to be alive, aren't we?"
Terry nodded, his gaze locked on the passing landscape. "They let us live." He drew a deep breath. "I've seen giant wolves like that before. They're supernatural. I don't know why they let us go. Our magic wouldn't have helped us if they had chosen to attack."
"Their eyes..." Xian whispered. She shivered, imagining for a moment that she could still feel them watching her. She pressed on the gas pedal.

This Trait describes your character's depth of occult knowledge, including mysticism, curses, magic, folklore, Umbral lore and various other lore related to the strange creatures and occurrences in the world. It doesn't necessarily imply that everything your character knows is correct, but it does give her insight to weed out the total nonsense. (Although she may still think that voodoo doesn't work, for example, she does know the general way others think that it does.) A character with a high level of Occult also knows a good amount about mages and magical practice, though again such knowledge may be incomplete or inaccurate. It's better than nothing, though!
Student: You have some friends who are into weird stuff.
•• College: Curiosity has gotten you into the occult, but it's bigger than you've imagined.
••• Masters: Bizarre phenomena haunt your dreams, and you can place the significance of all manner of symbols and artifacts.
•••• Doctorate: You're a true believer, and you can usually weed out the crap from the valid.
••••• Scholar: Not much surprises you anymore.
Possessed by: Occultists, Pagans, Parapsychologists, Exorcists, Pulp Writers
Specialties: Voudoun, Witches, Ghosts, Death Mythology, Infernalism, New Age, Folk Tales

Science
Habeeb adjusted the rubber gloves carefully, pushing his fingers deeper and tugging them up aver his wrists. The crinkle comforted him. It sounded clean and precise. The scientist had prepared the samples and run them through the equipment. If he had done everything right, he'd know for sure whether the soil around Monchello's farm had been contaminated. Carrying the slide to the microscope, Habeeb sat and peered through the eye-piece. The chemicals had selectively highlighted certain properties and there, among them, was the parasite. Habeeb sighed. So, it was true. Someone had caused Monchello's illness on purpose.
This Knowledge describes your character's familiarity with the physical sciences, such as biology, chemistry, physics and geology. If you choose a specialization for your character, she still has a broad understanding of all the sciences, but her expertise lies in a particular field. The Storyteller sets the difficulty number of any rolls based on Science according to the complexity of the task. Science can cover a great diversity of topics, from astronomy to physics to chemistry to biology and beyond. Practical applications of Science may require the use of Technology or Crafts Skills.
Student: You survived high school science.
•• College: With a broad general picture of science, you're familiar with most prominent theories and a few experimental procedures.
••• Masters: Overseeing or setting up new projects and experiments is within your capabilities.
•••• Doctorate: Discovery is your watchword, progress your goal.
••••• Scholar: You may soon solve science's greatest mysteries.
Possessed by: Scientists, Drug Designers, Engineers, Technicians, Technocrats, Pilots, Sons of Ether
Specialties: Chemistry, Biology, Geology, Aeronautic Engineering, Astronomy, Metallurgy, Physics and many, many more

Specialties

To represent extreme dedication in a narrow field, or just to show a special interest or concentration of study, you can pick specialties for your character's attributes and abilities. The specialty is a role-playing tool, but if your character has a rating of 4 or more dots in the base trait, it gives a game benefit as well. When you roll a dice pool involving your specialty, you get to re-roll any 10s and include the re-rolls in your successes. If the re-rolls score 10s, they can be rolled again, and so on. (A botch on a re-roll does cancel a success as always. The perils of overweening pride in your special knowledge....) As an additional option, the Storyteller may allow you to declare additional specialties for each dot past four in a given ability or attribute (so you could have two specialties with five dots).

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed Jul 27, 2011 7:07 pm


Abilities


...to do that voodoo that you do so well...
Cole Porter, "You Do Something to Me"

Talents


Strictly untrained and intuitive, Talents are the things you have a knack for from the day you are born. Most Talents can't be picked up through training (though Brawl and a few others are exceptions), only through direct experience and native-born ability. There's no penalty for trying a roll on a Talent you don't possess, as these Abilities are so natural that everyone has at least a very basic idea of how to perform them.

Alertness
This Ability displays how aware you are of your physical surroundings. It has nothing to do with eerie feelings or the supernatural; it's just a measure of knowing what's physically out there. Alertness extends to sounds, smells and touches as well as sights.
A wraith has the option of hyperattenuating her senses at will, and sometimes this requires a roll of Perception + Alertness to see things in the Skinlands.
Novice: You know which side to look on when someone taps your shoulder.
•• Competent: You could see how a stage magician did his tricks.
••• Practiced: Pickpockets knew to avoid you.
•••• Expert: No one's managed to sneak up on you in decades.
••••• Master: You can hear a pin drop and know what type of grenade it came from.
Possessed by: Night Watchmen, Sentries, Paranoiacs, Hunters, Secret Service Agents
Specialties: Vigilance, Traps, Bodyguarding, Ambushes, Crowds, Spectres

Athletics
Athletics is a measure of general physical fitness and skill at using one's body in ways other than combat. This Ability measures how good you are at climbing trees, leaping chasms, walking tightropes and hitting fastballs. Athletics are complex Talents, requiring the combination of Physical Attributes and motor skills. Any roll that requires only an Attribute, such as powerlifting, does not involve Athletics.
Novice: You weren't the last kid chosen on the playground.
•• Competent: You were the terror of the company softball league.
••• Practiced: You almost made the big leagues.
•••• Expert: You could have made the Olympic team.
••••• Master: You signed a $7.4M contract and the fans didn't think you were overpaid.
Possessed by: Professional Athletes, Fitness Nuts, Aerobics Instructors, Dancers
Specialties: Acrobatics, Gymnastics, Specific Sports, General Fitness, Swimming

Awareness
Awareness is the psychic equivalent of Alertness. With Awareness, you instantly notice when things are not as they should be. This is useful in detecting evidence of Arcanoi or Spectres, seeing if other supernatural beings have been about, and sensing when something contrary to the laws of nature is about to happen.
Novice: You can tell if a photo of Bigfoot looks genuine.
•• Competent: Some say you had second sight.
••• Practiced: You made money on the side by dowsing.
•••• Expert: Little that is odd escapes your eye.
••••• Master: You can sniff the breeze and know when the next Maelstrom is coming.
Possessed by: Tarot Readers, Occult Investigators, Parapsychologists, Psychics
Specialties: Animals, Magic, Supernatural Creatures, Haunted Houses

Brawl
Brawl is the gentle art of hitting something and watching it fall down. It serves as a catchall term for any form of unarmed combat, from martial arts to two drunks blindly wrestling on a pool table. This Ability covers everything from haymakers to eye-gouging to spinning side kicks, pretty much any combat maneuver that doesn't require a weapon. Brawls are generally less lethal than armed combat, but this Talent can be quite deadly.
Novice: Little kids on playgrounds feared you.
•• Practiced: You could hit someone and he'd know it.
••• Competent: Professional legbreakers left you alone.
•••• Expert: All the muggers would leave a subway car that you entered.
••••• Master: Two sounds — you hitting them, them hitting the floor.
Possessed by: Big Guys Who Ride Harleys, Soldiers, Cops, Martial Artists, Thugs
Specialties: Martial Arts, Boxing, Gratuitous Violence, Wrestling, Grappling

Dodge
Dodge is the Talent that some possess for getting out of the way. One can dodge oncoming traffic, bullets, flying fists or just about anything else, but the principle remains the same. This Ability covers avoiding missile, melee and brawl attacks.
Novice: You could cross the street without becoming roadkill.
•• Practiced: When the bullets flew, you knew where to hide.
••• Competent: The playground was your turf during dodgeball.
•••• Expert: Why buy a fan when you got the breeze from people swinging at you?
••••• Master: Jackie Chan.
Possessed by: Cowards, Martial Artists, Survivalists, Cat Burglars, Military Personnel
Specialties: Acrobatic Leaps, Ducking for Cover, Dive, Sidestep

Empathy
This Talent is related to sensing and understanding what others are feeling. This is not to say that using Empathy automatically makes you sympathetic to what you pick up from others, but you do get an accurate reading of what they are really feeling. Empathy is also useful in allowing you to get a general feel for your surroundings, and whether the vibes in an area are good, bad or indifferent.
Novice: You can keep your foot out of your mouth.
•• Practiced: Everyone cried on your shoulder.
••• Competent: You know why others do what they do.
•••• Expert: It's almost impossible to slip a lie past you.
••••• Master: Your psychiatrist told you about his mother.
Possessed by: Parents, Teachers, Psychiatrists, Actors, Salesmen
Specialties: Deep Motivations, Truths, Personalities, Emotions

Expression
Expression allows you to get your point across clearly, concisely and accurately. It's the measure of how well you can speak or write, regardless of topic. Characters with high Expression ratings can be extremely memorable for what they've said or written, even if there's nothing else remarkable about them.
Novice: You wrote for your school paper.
•• Competent: You successfully contested parking tickets.
••• Practiced: You were published professionally.
•••• Expert: You hit the best-seller list.
••••• Master: You rank with Cicero and Daniel Webster.
Possessed by: Writers, Columnists, Stand-up Comedians, Talk Show Hosts, Actors, Demagogues
Specialties: Poetry, Off-the-cuff Remarks, After-Dinner Speaking, Rabble-Rousing, The Dozens

Intimidation
Intimidation allows you to gently — or not so gently — coerce another into doing your will. Uses of Intimidation range from subtle threats to making examples to causing severe physical pain, and each of these techniques has a time and a place. Wraiths with a high level of Intimidation can cow others with a look, and often seem to radiate authority.
Novice: You could take candy from babies.
•• Competent: You never lacked for other kids' lunch money.
••• Practiced: "Nice place you got here. Be a real shame if something happened to it...."
•••• Expert: You could terrorize writers into making their deadlines.
••••• Master: You frightened off IRS auditors.
Possessed by: Thugs, Mafiosi, Businessmen, IRS Agents, Bouncers, Babysitters
Specialties: Icy Stare, Implied Pain, Veiled Threats, Massive Property Damage

Streetwise
On the streets, everything can be had — information, drugs, guns, you name it. Streetwise is the art of knowing what you want, who has it, and how you can get it from them safely. With Streetwise comes a knowledge of slang and street custom, as well as an instinctive way of fitting in. Wraiths without Streetwise who attempt to enter the street scene are easily identified as being out of their element; wraiths who do have Streetwise are given an automatic sense of belonging.
Novice: People saw you and didn't scream "Narc!"
•• Competent: You could get connected with a few hours' effort.
••• Practiced: You know where the bodies were buried.
•••• Expert: You know where the bodies were buried, who buried them, and where they rented the equipment.
••••• Master: You could get anything, at any time, in any place.
Possessed by: Hustlers, Pimps, Runaways, Crime Novelists, Cops, Reporters
Specialties: Finding Info, Panhandling, Trashpicking, Dealing, Fencing

Subterfuge
This Talent allows you to bend, mangle or break the truth and get away with it. In addition, you also can sense when others are doing the same or trying to hide their motives. At your best you could dissect a dissembling witness on the stand; at your worst you could make a fortune selling used cars.
Novice: You could cheat on a test in high school and get away with it.
•• Competent: You could have made a living at door-to-door sales.
••• Practiced: You had your pick of law schools.
•••• Expert: You promised to lower taxes and increase spending, and people believed you.
••••• Master: What DNA evidence?
Possessed by: FBI Agents, Accountants, Lawyers, Little Kids, Casanovas
Specialties: Baldfaced Lying, False Testimony, Financial Scams, Seduction, Little White Lies

Additional Talents
Search, Scrounge, Guile, Intrigue, Instruction
PostPosted: Wed Jul 27, 2011 7:12 pm


Skills


Skills are Abilities that can be acquired through rigorous training or apprenticeship. Part intuition, part learned information, Skills are equal halves talent and training. If you attempt to make a Skill roll relating to a Skill in which you have a rating of zero, the difficulty for that roll is increased by + 1, to reflect the fact that you don't have more than a vague idea of what you're doing.

Crafts
Crafts involves taking raw materials and building something useful from them. It refers to the skills of master artisans — gem cutting, glass blowing, leatherworking, woodworking, etc. The number of successes on a Crafts roll indicates how well-made the object in question is.
Novice: You could make a birdhouse from popsicle sticks.
•• Practiced: You made something in shop class that you could actually use.
••• Competent: You were a regular on the local craft fair circuit.
•••• Expert: You taught advanced classes at arts centers.
••••• Master: Collectors instantly recognize your work.
Possessed by: Artisans, Potters, Artificers, Scout Leaders
Specialties: Woodworking, Sewing, Candlemaking, Stonemasonry, Blacksmithing

Drive
It is assumed that all modern characters have a base familiarity with the Drive Skill, allowing them to handle an automobile with reasonable ease in normal situations.
Instead, Drive allows you to perform tricky maneuvers, drive at high speeds and engage in car chases. On the other hand, just because you're familiar with one type of land vehicle doesn't mean that you can handle another; there's a world of difference between a sub-compact and a troop carrier. The difficulty of a Drive roll can increase or decrease, depending upon how familiar you are with the vehicle you're driving.
Older wraiths can be considered to have base familiarity with wagons or horseback riding in the same way modern characters are familiar with cars.
Novice: You could handle long highway trips.
•• Practiced: You could drive stick shift.
••• Competent: You survived driving in Boston in winter.
•••• Expert: You could have been a professional race car driver.
••••• Master: New York rush hour traffic? You could handle it backward.
Possessed by: Taxi Drivers, Auto Racers, Teenagers, Chauffeurs, Bagmen
Specialties: City Traffic, Off-Road, Stunt Driving, Bad Weather, Ice

Etiquette
Etiquette is the measure of your understanding of the nuances and delicate balances of polite society in a myriad of social circumstances. Such a Skill is useful during diplomatic engagements, gatherings or encounters with higher society.
Novice: You know when to keep your mouth shut.
•• Practiced: You know the difference between formal and black tie.
••• Competent: You knew which utensil to use for which course.
•••• Expert: You can get along with — or at least not offend — anyone.
••••• Master: You should have made room on the mantel for that Nobel Peace Prize.
Possessed by: Diplomats, Hereditary Nobles, Mediators, Psychiatrists
Specialties: Formality, Correspondence, Negotiation, Compromising, Soirees

Firearms
This Skill covers both how well you can shoot and your skill at maintaining and repairing firearms. Artillery pieces, mortars and so on are not covered by this Skill, nor are archaic weapons such as bows or slings.
Novice: You could hit the broad side of a barn with a shotgun.
•• Practiced: You didn't embarrass yourself at the rifle range.
••• Competent: You can hit a moving target.
•••• Expert: Sniper could have been a career choice for you.
••••• Master: "Blast! I was aiming for his left nostril."
Possessed by: Snipers, Soldiers, Mafiosi, Hunters, Petty Criminals, Deranged Postal Employees
Specialties: Sniping, Shoot-outs, Pistols, Rifles, Automatic Weapons

Leadership
Leadership is more than barking orders. It measures how well you can get others to obey your decisions, whether they be issued as memos, orders or polite requests. It also covers how willingly people accede to your wishes, as reluctant followers are worth far less than willing ones. Leadership is most often used in conjunction with Charisma or Manipulation.
Novice: You decided where your carpool was going for lunch.
•• Practiced: When you yell, people listen.
••• Competent: People routinely look to you for their marching orders.
•••• Expert: Others will follow you into the jaws of death — or worse — without questioning.
••••• Master: You had the makings of another Alexander the Great.
Possessed by: Military Personnel, Gang Leaders, Educators, Executives, Police Chiefs
Specialties: Field Leadership, Long-Term Planning, Military, Nobility, Commands

Meditation
In an existence in which the voice of your Shadow is a constant threat, Meditation, the ability to focus and center one's thoughts, can be an essential skill. To meditate, one does not necessarily need to be in the lotus position. This is a very personal Skill, and one for which you develop your own technique.
Meditation can be used to catch up on lost Slumber. To do so, a wraith rolls Stamina + Meditation (difficulty 8 ). The number of successes determines how many effective hours of Slumber are gained per hour of meditation.
Novice: You could block out the sound of your neighbor's stereo.
•• Practiced: You can achieve a peaceful repose.
••• Competent: You can relax in any position.
•••• Expert: Your concentration is almost impossible to break.
••••• Master: You are glacial in your calm, totally centered and imperturbable.
Possessed by: Zen Masters, Buddhist Monks, Athletes, New Age Gurus
Specialties: Biofeedback, Relaxing, Zen, Centering

Melee
Melee is the broad term for all sorts of combat that involve 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 than can be used to inflict damage on another wraith. With the Melee Skill comes knowledge of proper care of your chosen weapon as well.
Novice: You've been in a few fights without getting Harrowed.
•• Practiced: You have basic military training.
••• Competent: Any object becomes a weapon in your hands.
•••• Expert: Fencing masters in Heidelberg feared you.
••••• Master: Orange seeds and paper airplanes were deadly in your grip.
Possessed by: Fencers, Muggers, Martial Artists, Policemen, Soldiers
Specialties: Fencing, Heavy Weapons, Blunt Object, Martial Arts Styles, Found

Weapons

Performance
Different from Expression in that it involves more than just spoken or written words, Performance covers the entire gamut of live artistic expression. Singing, acting, dancing, playing musical instruments and similar skills are all covered under this rubric. In addition to actual performing ability, this Skill also measures how well you know the society surrounding your particular art form and how you fit in. Advanced levels of Performance usually require some form of specialization.
Novice: You weren't kicked off stage during company karaoke night.
•• Practiced: You got parts off-off Broadway.
••• Competent: You could get speaking parts in films.
•••• Expert: Your handprints were on sidewalk in front of Mann's Chinese Theater.
••••• Master: You were one of the legendary artists of your time.
Possessed by: Actors, Musicians, Mimes, Singers, Dancers, Choreographers
Specialties: Voice, Instrumental, Acting, Dance

Repair
Restoring anything mechanical, electronic or solid state that is broken is under the Repair Skill. This Skill covers everything from advanced electronics to shoring up a sagging beam — assuming, of course, that you have proper tools with which to do so.
Among the Restless, this Skill allows you to find your way around systems that you Gremlinize, or understand where the best place might be to whack a device with Outrage.
Novice: You hit it with a hammer and hoped that would fix it.
•• Practiced: You could wire a house, or steal cable TV.
••• Competent: You didn't need to call mechanics.
•••• Expert: You could have make a tidy living as a professional handyman.
••••• Master: Anything not broken down to the molecular level, you could fix.
Possessed by: Mechanics, Carpenters, Weekend Putterers, Plumbers, Repairmen, Technicians
Specialties: Wood, Electricity, Appliances, Automotive, Computers

Stealth
Stealth is the Skill that covers both moving silently and hiding unnoticed. Usually Stealth rolls are made against another character's Perception.
Novice: You were a master at "hide and seek."
•• Practiced: You blend in with shadows.
••• Competent: You're not noticed unless you want to be.
•••• Expert: You could move through the woods and not crunch a dry leaf.
••••• Master: Ninja Master, one who moves like a ghost....
Possessed by: Ninjas, Spies, Saboteurs, Cat Burglars, Reapers
Specialties: Lurking, Camouflage, Shadows, Silent Approaches

Other Skills
Soulforging, Cooking, Boating, Archery, Disguise, Other Weapons (Heavy, Ancient, Medieval)

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed Jul 27, 2011 7:19 pm


Knowledges


Knowledges are those Abilities dependent upon rigorous application of the mind. There may be a physical element to their use, but the key component is acquiring, assessing and using information.
Knowledges can be learned inside or outside of a classroom, but study at them is necessary. Learning from someone is the best way to acquire a Knowledge, but there are many self-taught wraiths.
Without a Knowledge in a specific field, you may not even attempt to make a roll relating to that Knowledge. The only exceptions are when the roll in question refers to trivial knowledge that any wraith might know, or when special circumstances arise.

Bureaucracy
Bureaucracy, a.k.a. the System, is theoretically an organization for getting things done more efficiently. With the proper knowledge of how that System functions and how to utilize it to achieve your ends, you can get permission to do what you want and prevent others from getting theirs. Bureaucracy is also a measure of your organizational skills and knack for getting things done, and of your efficiency at manipulating the System in both the Underworld and the Skinlands.
Student: You could file a tax return.
•• College: You could file a tax return and expect a refund.
••• Masters: You could stall a debate — or an angry citizen — indefinitely.
•••• Doctorate: You could make whole branches of the government operate efficiently.
••••• Scholar: The System is your toy, and you could get whatever you want out of it with a single phone call.
Possessed by: Bureaucrats, Accountants, Personal Assistants, Anacreons
Specialties: Governmental Regulations, Taxes, Requisitions, Accounting

Computer
This is a general measurement of a wraith's aptitude with computers and all things related to them. It takes into account the skills necessary both to program new software (or create new hardware) and the mental dexterity required to use existing equipment and programs. There's more to this Knowledge than just hacking into mainframes. In a world where the operation of basic word processing software is still a mystery to many adults, even a modicum of knowledge of how to use a computer can be a very powerful thing.
Wraiths with computer knowledge find the electronic superhighway an easy way to access the Skinlands. Maneuvering through systems, gathering (or deleting) data, printing out messages to the living and manipulating computers for their own purposes through the higher levels of Inhabit are ways in which this Knowledge is useful to Restless.
Student: You didn't hang your disks from the fridge with a magnet.
•• College: You could use a PC without calling technical support immediately.
••• Masters: You could code your own software.
•••• Doctorate: Your name is legend on the Internet.
••••• Scholar: The Net was your playground, and your dreams were all in C++.
Possessed by: Hackers, Engineers, Programmers, CompSci Professors, Students, TinyMUDders
Specialties: Hardware, Software, The Web, Netsurfing, Coding

Enigmas
The Enigmas Knowledge concerns your ability at solving mysteries and puzzles. In essence, it is a measurement of your problem-solving skills, how you combine vital details into a coherent solution. Enigmas comes in handy when solving mazes, answering riddles and the like.
Student: You could do jigsaw puzzles.
•• College: You guessed the secret of The Crying Game.™
••• Masters: You did crossword puzzles — in pen.
•••• Doctorate: You know what happens if a tree falls in the forest and no one hears it.
••••• Scholar: Zeno's Paradox was nice for a warm-up.
Possessed by: Zen Masters, Stage Magicians, Logicians, Mystics, Gamers
Specialties: Koans, Ancient Riddles, Visual Puzzles, Wordplay

Investigation
Investigation allows you to call upon basic knowledge of criminology to locate evidence and perform forensic analysis. At sufficient levels, you can conduct a proper criminal investigation, deduce modus operandi and reconstruct a crime scene. Particularly in conjunction with a few Arcanoi, this Knowledge can be invaluable to wraiths seeking to protect or rescue their Fetters.
Student: You've seen a few Bogart movies.
•• College: You have a police officer's knowledge.
••• Masters: You could have been an insurance investigator.
•••• Doctorate: A spot in an international espionage agency was yours.
••••• Scholar: Elementary, my dear Watson.
Possessed by: Private Eyes, Police Detectives, Insurance Claims Investigators, Intelligence Agents, Forensic Doctors
Specialties: Quick Searches, Tailing, Detective Work, Deductive Investigation

Law
Law is the measure of how well you understand the legal system in which you are entangled. A knowledge of Law will allow you to manipulate the legal system to your ends, confounding your enemies and helping your friends.
Student: You knew the absolute basics.
•• College: Public defender just out of law school.
••• Masters: You could have been a judge.
•••• Doctorate: A multimillion dollar legal practice was yours for the taking.
••••• Scholar: You have the makings of a Supreme Court justice — or a Deathlord.
Possessed by: Law Students, Judges, Petty Bureaucrats, Accountants, Attorneys, DAs
Specialties: Criminal, Civil, Tax, Copyright, Litigation

Linguistics
More a record of how many languages you speak than how well you understand the theory of languages, Linguistics measures how many languages you are fluent in besides your native tongue. Linguistics also allows for identifying accents, reading lips, picking up slang and a certain amount of linguistic mimicry.
Student: One additional language.
•• College: Two additional languages.
••• Masters: Three additional languages
•••• Doctorate: Four additional languages.
••••• Scholar: Five additional languages.
Possessed by: Interpreters, Grad Students, Foreign Language Teachers, Travelers
Specialties: Cursing, Diplomatic Language, Technical, Romance, Translating, "Dead" Languages

Medicine
This Knowledge details how well you know how the human body works and how to repair it in case of injury. Of course, that also implies a knowledge of what is harmful to the human form as well.
While Medicine might seem to be a useless Knowledge to the Restless Dead, there are multiple uses for it, both benign and malicious. Understanding of this field, combined with Deathsight, can help determine what steps need to be taken to protect a living Fetter, while an appreciation of physiology could combine with Outrage to produce some devastating results.
Student: You passed a Red Cross first aid test.
•• College: You could have been a paramedic.
••• Masters: You're knowledgeable enough to have been a G.P.
•••• Doctorate: Other doctors came to you for consultation.
••••• Scholar: Artificial hearts and organ transplants were child's play.
Possessed by: Doctors, Registered Nurses, Field Medics
Specialties: Pharmacy, Surgery, General Practice, Emergency, Specialized Field (Pediatrics, Neurology, etc.)

Occult
There are many supernatural secrets in the World of Darkness, and with the Occult Knowledge, some of them are yours. Occult implies a general knowledge of things such as voudoun, curses and fortune-telling, as well as information more specific to the supernatural beings that inhabit the world.
Student: You can pronounce "Tarot" properly.
•• College: You've read Gardner, Cunningham and Crowley.
••• Masters: You know about more than just ghosts.
•••• Doctorate: The World of Darkness is an open book to you.
••••• Scholar: Nostradamus and Albertus Magnus could crib from your notes.
Possessed by: New Agers, Mystics, Occult Shop Owners, Mages
Specialties: Qaballah, Hermetic Magic, Spirits, Channeling, Wraiths

Politics
This Knowledge covers the theory and practice of politics. With points in this Trait, you can figure out who's on top on the local system and how they got there. Politics covers both human and Restless political structures, and can be essential in dealing with both living and dead authorities.
Student: You were senior class president.
•• College: You've worked the campaign trail.
••• Masters: You've held local office.
•••• Doctorate: A career politician, you were notable enough to appear in political cartoons.
••••• Scholar: The fate of nations rested in your hands.
Possessed by: Diplomats, Career Politicians, Advisors, Spin Doctors, Lobbyists
Specialties: Realpolitik, Coalition Building, Grass-Roots, National, International

Science
This Ability measures not only theoretical knowledge but also how well you can put it to practical use. It puts equal weight on knowing the difference between a boson and a quark and being able to whip up a Molotov cocktail from chemicals used for scrubbing bathrooms. Lower levels of Science indicate a general familiarity with modern science; higher ones usually involve some sort of field specialization.
While the science of the living doesn't always apply to the Underworld, knowing how things work in the Skinlands can help a wraith to manipulate them from across the Shroud.
Student: You watched PBS regularly.
•• College: You could make explosives from common household chemicals.
••• Masters: You could teach a high school honors course.
•••• Doctorate: Your research got grant money without your breaking a sweat.
••••• Scholar: Feynman, Einstein, Galileo — and you.
Possessed by: Scientists, Mad Scientists, Graduate Students, Science Popularizers
Specialties: Biology, Chemistry, Physics, Geology, Practical Applications, Theory

Additional Knowledges
Psychology, Finance, Art, Philosophy, Theater, History, Military Science, Genealogy, Geography, Theology, Specific area of knowledge/trivia
PostPosted: Sat Jul 30, 2011 2:01 pm


Abilities


Specialties
If your character has four dots in an Ability, you may choose a specialty. This represents that the character has developed an expertise in a particular sub-category of that Ability. (See Attributes, above.) Certain fields of study are so broad that by the time your character reaches the Expert plateau (4 dots) in the Ability, he will have to specialize. The specialties listed with each Trait are offered as suggestions.
Feel free to come up with others for your character, dependent on the approval of your Storyteller.

Talents


Talents are intuitive Abilities. They are almost never learned through direct training (though a few, like Brawl, are exceptions). It is assumed everyone has some small capacity for each one, whether you have purchased dots in them or not. Thus, if your character wants to make a stab at using a Talent that he has no dots in, you can roll a Dice Pool equal to the number of dots your character has in the appropriate Attribute; like most things in life, there's no harm in trying to use your Talents thusly.

Alertness
This Talent indicates your character's awareness of the world around her. She is practiced in keeping one ear to the wind and one eye to the sky, even when distracted with other things. Alertness is a measure of how well your character picks up on subtle details and changes in her environment.
Novice: You are more alert to changes than most.
•• Practiced: You are watchful and attentive.
••• Competent: You are highly vigilant.
•••• Expert: You are truly cautious, rarely letting down your guard.
••••• Master: You are aware of all that goes on around you.
Possessed by: Detectives, Guards, Hunters, Reporters, Thieves, Warriors
Specialties: Ambushes, Crowds, Danger Sense, Searching, Streets

Athletics
Climbing rocky cliffs, leaping chasms or playing brilliant mutes 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.
Novice: You are first pick for teams at neighborhood football games.
•• Practiced: You are a regular on school or community athletic teams.
••• Competent: You are a coach or serious competitor.
•••• Expert: You are a vigorous trainer, a professional or just accomplished.
••••• Master: You are a world-class or Olympic athlete.
Possessed by: Aerobics Instructors, Dancers, Jocks, Marathonists, Most Children, Sports Enthusiasts
Specialties: Acrobatics, Dancing, Mountain Climbing, Swimming, Track & Field, Team Sports

Brawl
Brawling is the ability to fight without a weapon, including basic hand-to-hand maneuvers such as punching, kicking, grappling throwing, scratching and biting. Brawling can get quite ruthless, and sometimes inflict serious damage if done properly. For purposes of roleplay, a character should gain a specialty when she reaches the Expert Level in Brawl.
Novice: You took a course in basic self-defense.
•• Practiced: You could hurt someone.
••• Competent: You can take someone down quickly without doing permanent harm.
•••• Expert: You are a black-belt or licensed to kill.
••••• Master: You are world-renowned; your hands are registered as lethal weapons.
Possessed by: Bouncers, Cops, Martial Artists, Spies, Thugs, warriors
Specialties: Any Martial Arts Style, Boxing, Dirty Fighting, Knights, Wrestling

Dodge
Whether your character dives for cover, ducks a punch or sidesteps an arrow, he knows the best way to avoid injury is not getting hit. Dodge simply describes your character's ability to get out of the way of any incoming attacks.
Novice: You know what to do if someone screams, "Duck!"
•• Practiced: You know when to stay down and safe.
••• Competent: You are accomplished and experienced at duck and weave.
•••• Expert: You are exceedingly difficult to hit.
••••• Master: You can sidestep bullets.
Possessed by: Bouncers, Criminals, Ghetto Rats, Street Fighters, Warriors
Specialties: Duck, Dive, Find Cover, Slippery, Sidestep

Empathy
Empathy is the ability to pinpoint what others are feeling. Through an 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 that same person reduces the difficulty number on the second action by one; failure increases the difficulty number by one.
Novice: You are sensitive and understanding.
•• Practiced: You are aware of the feelings others are trying to hide.
••• Competent: You are amazingly insightful into others' motivations.
•••• Expert: You are especially sensitive to lies and subtle emotions.
••••• Master: You read people like they were open hooks.
Possessed by: Actors, Con Artists, Mediums, Parents, Pick-up Artists, Psychologists, Teachers
Specialties: Desires. Emotions, Fears, Falsehoods, Legacies, Love Connections, Motivations

Intimidation
The art of intimidation takes many forms from subtle threats to outright physical harm. Choice of method depends on the time, the place and those involved. Characters with this Talent know how to get what they want from others, when they want it.
Novice: You back wimps into corners.
•• Practiced: You win an occasional stare-down.
••• Competent: You have an unsettling gaze.
•••• Expert: You are an above-average drill sergeant.
••••• Master: You intimidate redcaps.
Possessed by: Businesspeople, Bouncers, Cops, Detectives, Nobles, Warriors
Specialties: Political, Social, "The Look," Veiled Threats, Violence

Kenning
Kenning is 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.
Novice: Glamour tickles you, and you can see powerful chimera.
•• Practiced: You can locate freeholds with ease.
••• Competent: You recognize "sleeping" changelings.
•••• Expert: You can detect even the slightest traces of Glamour.
••••• Master: You are sensitive to Glamour even at great distances.
Possessed by: Certain Powerful Chimera, Psychics, Small Children, Changelings, Some Kinain
Specialties: Cantrips, Chimera, Changelings, Enchantment, Trods

Persuasion
This Trait 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.
Novice: You can be convincing through a concentrated effort.
••Practiced: You pinpoint the hole in another's position.
••• Competent: A professional debater, you are always on top of any argument.
•••• Expert: You make others feel guilty for even disagreeing with you.
••••• Master: You say "Jump," and they say, "How high?
Possessed by: Businesspeople, Demagogues, Orators, Politicians, Protesters, Visionaries
Specialties: Emotional Appeal, Fast-Talk, Guilt, Logic, Sympathy, Wordplay

Streetwise
The streets can be a major source of information, aid and money, but their culture and rules of conduct are as complex as the noble courts. The Streetwise Talent indicates how versed your character is with the local rumor mill, street slang and street etiquette. It represents her savvy when among the less desirable elements of society, and determines not only how well she can survive but thrive and fit in among them.
Novice: You know who sells what, from drugs to contraband.
•• Practiced: You are accepted as one of the gang.
••• Competent: You are a mover and shaker, active in street polities.
•••• Expert: You are respected, protected, trusted or feared on the street.
••••• Master: You know what happened, who did it and where they hid their stash.
Possessed by: Bartenders, Bookies, Criminals, Detectives, Gang Members, Homeless People
Specialties: Fencing Merchandise, Illegal Acquisition, Information, Local Area Knowledge, Gangs

Subterfuge
This Trait determines your character's ability to conceal his motives and feelings. Moreover, it allows him to decipher the motives of others and use their own plans against them. Subterfuge is the fine art of lying, deceit and underhanded manipulation. Characters skilled in this Talent know how to call upon their best theatrics to influence situations and divert the blame without others realizing they've been manipulated.
Novice: You rarely get caught in a lie.
•• Practiced: Diversionary tactics are second nature to you.
••• Competent: You can cleverly hide the truth without resorting to lies.
•••• Expert: You are capable of complicated plotting and manipulation.
••••• Master: You deceive with impunity.
Possessed by: Casanovas, Compulsive Liars, Con Men, Lawyers, Politicians, Spies
Specialties: Diversions, Intricate Fraud, Little White Lies, Seduction

Other Talents
Artistic Expression, Carousing, Diplomacy, Fortune-Telling, Instruction, Interrogation, Intrigue, Intuition, Mimicry, Scrounge, Seduction, Style, Ventriloquism

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sat Jul 30, 2011 2:07 pm


Skills


Skills are Abilities that your character has learned through direct instruction. They require that he have some formal training in the area. If your character wants to attempt a feat involving a Skill he has no rating in, roll a Dice Pool equal to the number of dots your character has in the appropriate Attribute and increase the difficulty number by one. Your lack of practice and expertise hinders your success.

Crafts
This Skill imparts 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. A character should specialize when she reaches the Expert Level in this Skill, it she hasn't already chosen her field.
Novice: You know the basics and can make something that works.
•• Practiced: You can add a personal touch to your creations.
••• Competent: You are respected among other artisans.
•••• Expert: You create items of lasting and increasing value.
••••• Master: You are a Michelangelo in your field.
Possessed by: Artists, Craftsmen, Designers, Inventors Specialties: Carpentry, Leatherworking, Machinery, Pottery, Sculpture, Woodcarving, Sewing

Drive
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 a 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 railing you (it you know they're there), and it allows you to attempt some stunts.
Novice: You can drive an automatic automobile.
•• Practiced: You can operate a manual/shift transmission.
••• Competent: You are a professional trucker or chauffeur.
•••• Expert: You are a race car driver.
••••• Master: You are a professional stunt driver.
Possessed by: Bus Drivers, Chauffeurs, Cops, Drug Runners, Taxi Drivers, Truckers
Specialties: Curves, Evasion, Speed, Stunts, Sudden Stops, Traffic

Etiquette
In social and courtly situations, Etiquette can go a long toward keeping your character in the good graces of those around her. It describes how mannered your character is and how well she fits in at court, among her peers and at social functions. It is used during such actions as properly addressing a baron, approaching a redcap without insulting him, and eating with the correct fork at the charity dinner.
Novice: You know when to shut up.
•• Practiced: You fit in well most of the time.
••• Competent: You rarely make a faux-pas.
•••• Expert: The social graces come naturally to you.
••••• Master: You could take tea with High King David in the afternoon and barhop with the redcaps the same evening without missing a beat.
Possessed by: Courtesans, Diplomats, Executives, Idle Rich, Nobles, Dilettantes
Specialties: Business, High Society, Particular Kith (Eshu, Sidhe, etc.), Seelie or Unseelie Court

Firearms
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.
Novice: Relatively able, you have had a few lessons.
•• Practiced: You are an amateur enthusiast who practices regularly.
••• Competent: You win skeet-shooting and target competitions.
•••• Expert: You are a professional, cool and steady.
••••• Master: You are an expert marksman.
Possessed by: Cops, Criminals, Detectives, Gang Members, Hunters
Specialties: Fast Reload, Machine Guns, Pistols, Quick Draw, Rifles

Leadership
This Skill represents your character's ability to organize and lead others. It describes to what extent she is a natural-born leader as well as her knack for emitting an aura of authority. It expresses a combination of natural ability and a command of those qualities most often assigned to leaders: confident, assertive and decisive.
Novice: You can lead small groups.
•• Practiced: You are a dominant, take-charge kind of person.
••• Competent: You can lead a diverse group.
•••• Expert: A born leader, you attract followers with¬ out trying.
••••• Master: You are a leader of nations with a broad level of influence.
Possessed by: Cops, Executives, Gang Leaders, Military Officers, Nobles, Coaches
Specialties: Commands, Dictatorial, Friendly, Military, Noble, Oration

Melee
The ability to fight with a weapon is valuable in the World of Darkness. Proficiency in this Skill allows your character to use hand-held weapons. Examples of such weapons include knives, sai, saps, tonfa and swords. While Melee seems archaic in mortal society due to the prevalence of firearms, wielding most chimerical weaponry requires some expertise in it.
Novice: You know the basics, but your trainer can still put you down.
•• Practiced: You have military or knight's training.
••• Competent: You can slash and parry with the best of them.
•••• Expert: You make a worthy opponent; trolls are grudgingly impressed.
••••• Master: You are a deadly opponent; dragons live in fear.
Possessed by: Cops, Fencers, Martial Artists, Knights, Nobles, Thugs
Specialties: Axe, Club, Disarming, Knives, Rapiers, Swords, Quarterstaff, Found Weapon (Frying Pan, Broken Bottle, etc.)

Performance
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 some knowledge about the technical side and the society of your character's chosen field.
Characters who take this Skill should specialize when they reach Expert Level.
Novice: An amateur, you still get a little nervous in the spotlight.
•• Practiced: A natural crowd-pleaser, you, can retain an audience's attention.
••• Competent: You know how to work an audience.
•••• Expert: You are a world-renowned artist.
••••• Master: You could be the next Elvis, Mozart or Clark Gable.
Possessed by: Actors, Comedians, Mimes, Musicians, Storytellers, Vocalists
Specialties: Acting, Enchant Audience, Evoke Emotion, Instrument (specify), Storytelling, Voice

Security
With the Security Skill, your character has a proficiency with the tools and techniques required for lock-picking, hotwiring 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 Security, the more sophisticated the systems with which she is familiar.
Novice: You can handle simple locksmithing.
•• Practiced: You know how to hot-wire cars.
••• Competent: You can disable or design effective house alarms.
•••• Expert: A safe-cracker, you can outwit laser security and cameras.
••••• Master: Fort Knox was unbreachable....
Possessed by: Cops, Criminals, Detectives, Locksmiths, Security Specialists
Specialties: Design, Electronics, Fast, Hot-wiring, Safe-cracking

Stealth
Stealth is the ability to sneak about or hide without being noticed. Certain situational modifiers may be applied by the Storyteller and it is often rolled versus a difficulty number equal to the Perception rating of the person that isn't supposed to notice.
Novice: You can hide in the dark.
•• Practiced: You can hide in shadows.
••• Competent: You can walk silently on carpet.
•••• Expert: You can walk silently on dry leaves.
••••• Master: You can camouflage yourself anywhere.
Possessed by: Assassins, Criminals, Hunters, Reporters, Spies
Specialties: City, In Crowds, Follow, Hide, Wilderness

Survival
This Skill describes your character's proficiency at surviving in 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 trading and finding safe passage through the area. The character should specialize at four dots in this Trait.
Novice: A good Boy Scout, you can survive a five-mile hike.
•• Practiced: You can use odd materials from the environment.
••• Competent: You acclimate quickly to the surroundings.
•••• Expert: You are at home in nearly all environments.
••••• Master: You never break a sweat or go hungry.
Possessed by: Explorers, Hunters, Park Rangers, Tribesmen, Warriors
Specialties: Arctic, City, Forest, Hunting, jungle, Scavenging, Tracking

Other Skills
Animal Ken, Archery, Brewing, Climbing, Cooking/Baking, Disguise, Electronics, Escapology, Falconry, First Aid, Gambling, Hypnotism, Pickpocket, Piloting, Psychoanalysis, Repair, Ride, Sleight-of-Hand, Throwing, Torture, Traps
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