Abilities

 

 

Academics (may specialize, examples below)

    Anthropology

This skill pertains to the study of human culture. It’s used to glean information on the practices and beliefs of various cultures, as well as to identify the cultural or racial origins of a particular individual. The anthropologist may make simple predictions of an individual’s behavior based on what the character knows about the person’s background and beliefs.

 

    Archaeology

A character uses this skill to identify the time period and source of ancient and pre-historical artifacts. If the character has the opportunity to study an archaeological site thoroughly, he may make deductions about the culture of the former inhabitants. Prerequisites: History

 

     Astronomy

The character can calculate which stars and planets are overhead at a particular day or hour of day or night, when eclipses and meteor showers occur and the orbits of planets in our solar system. He knows the names of important stars, stellar life cycles, the formation of galaxies and current perceptions of life on other worlds.

 

    Biology

The study of living things from amoebae to zebras. The biologist can identify animal species known to mankind, their behavior, tracks and habitat. He may study an unknown species or individual creature and make educated guesses about its lineage, diet and habitat.

 

    Chemistry

Given time, a character can analyze and identify a host of chemical compounds. With the proper chemicals and equipment, the character can concoct simple explosives, poisons, gases, or acids.

 

    Geology

This skill permits a character to tell the approximate age of rock stratum, recognize fossils and identify rocks and minerals. He recognizes potential landside areas, earthquake zones and places that are likely to contain caves, underground springs and oil deposits.

 

    History

The character is knowledgeable about important events through recorded history. The character can recall background information on personalities, cultures, artifacts or events. The characters may identify one area of personal specialization (American History, Early European History, Ancient Mediterranean History, etc.) during character creation. While he still has a broad understanding of world history, the character may provide additional details if a query falls in his personal area of specialization.

 

    Mathematics

This skill represents knowledge of higher math and abstract equations. It is a prerequisite to other skills and permits the character to solve staggeringly complex mathematics and geometric calculations.

 

    Psychology

An understanding of the workings of the human mind and emotions, as well as a knowledge of how outside influences affect a person’s behavior and how to manipulate the emotions. This skill allows the character to study an individual and tell if he is overtly psychotic or not. It may be used to detect mannerisms that indicate when someone might be lying. Given time to conduct observation, the character may try to learn from what specific ailment a psychotic individual suffers and guess as to his desires and needs. Not only the realm of the pure academic, Psychology is also used extensively by such professions as detectives, writers and artists.

 

    Theology

                       

 

Alertness

 

Animal Ken

 

Archery

 

Athletics

 

Awareness

 

Blindfighting

 

Brawl

 

Bureaucracy

 

Computer

 

Cosmology (Shapeshifters, Mages w/Spirit, etc... may begin with)

 

Crafts (must specialize)

 

Demolitions (requires Storyteller approval)

        This skill represents knowledge of the manufacture and use of modern explosives. Like the chemist, a character with the Demolitions skill may attempt to prepare simple explosives with the proper material and equipment. The character recognizes and may identify advanced explosive compounds. He understands how to shape and place explosive charges to achieve their maximum destructive effect. The character may attempt to disarm bombs and explosive traps, although disarming high-tech bombs may also require the Technology skill.

 

Divination (must be a Mummy)

 

Dodge

 

Drive

 

Empathy

 

Enigmas

 

Etiquette

 

Expression

 

Fast Draw (requires Melee or Firearms, and must specialize in weapon)

 

Finance

 

Fire Dancing (must be Sabbat to begin with)

 

Firearms

 

Flight (must have wings or a winged form to possess)

 

Fortune Telling

 

Gremayre (must be Changeling)

 

Haven Scouting (must be a Ghoul to begin with)

 

Hearth Wisdom

 

Herbalism

 

Intimidation

 

Investigation

 

Kenning (must be a Changeling)

 

Larceny

 

Law

 

Leadership

 

Linguistics

 

Lore (outside Lore require Storyteller approval)

 

Martial Arts (must be an Eastern character to begin with)

 

Masquerade (must be a Ghoul to begin with)

 

Medicine (must specialize)

 

        First Aid

This skill is a basic understanding of how to treat shock, bind wounds, set broken bones and other simple medical tasks. Successful use of this skill allows an incapacitated character to regain consciousness, or to help stabilize a mortally wounded character (they lose a physical trait every twenty minutes rather then every ten).

 

        General Medicine

The big brother to First Aid. The character may diagnose disease, treat poisoning, deliver babies and has knowledge of drugs and their effects on the human body. The doctor usually has a medical bag in his possession, containing drugs and equipment to diagnose and treat ailments. The drugs in the medical bag may be used to tranquilize characters or treat them for disease and poison. Use of the General Medicine skill may also revive a slain character if the doctor can treat him quickly enough (a mortally wounded character will no longer lose Traits). Prerequisites: First Aid and Biology

                       

        Surgery

The General Medicine skill is fine for general practitioners but the surgery skill is required for a doctor who wants to open up his patients (and put them back together again). The surgeon may remove cancerous growths, diseased organs and foreign objects deep within the body. He may even attempt organ transplants or the reattachment of severed members. Prerequisites: General Medicine

 

        Forensics

The character knows the police science forensics and can perform autopsies to identify the manner and general time of time. The longer the body has been deceased, the more difficult the task will be. He can determine time and details of death, if the body was moved after death and possibly discover clues to the murderer’s identity on the victim’s body. Prerequisites: General Medicine and Investigation

 

Meditation

 

Melee

 

Occult

 

Pan Handling

 

Performance (must specialize)

 

Poison (requires Chemistry or Herbalism)

 

Politics

 

Primal Urge (must be a Shapeshifter)

 

Psychoanalysis (requires Psychology)

 

Repair

 

Riding

 

Rituals

 

Science

 

Scrounge

 

Seamanship

 

Security

 

Snake Charming (must be Sabbat or Setite to begin with)

 

Sniping (must be a Ghoul to begin with)

 

Soulforging (must be a Wraith)

 

Stealth

 

Steward

 

Streetwise

 

Subterfuge

 

Survival

 

Technology

 

Thanatology

 

Throwing

 

Torture

 

Traps

 

Vamp/Seduction