Abilities

Abilities from the book are available to everyone no matter to what sect they belong. Some abilities need to be supported by character background. Also new abilities can be created if the ones available do not do quite what you want. Abilities in the game so far are shown in the table below. There are some new abilities available, and they are listed with their descriptions below the table. Each character begins with 8 points to spend on abilities.

Animal Ken* Black Hand
Knowledge*
Blind Fighting* Blood Lore@
Brawl* Bureaucracy* Camarilla Lore* Church Lore+
Computer* Drive* Enigmas# Faerie Lore+
Finance* Fire Walking* Firearms* Fortune Telling*
Garou Lore+ Gypsy Lore+ Haven Scouting@ History*
Hunter Lore@+ Investigation* Kindred Lore@+ Law*
Leadership* Linguistics*+ Mage Lore+ Malkavian Time+
Masquerade@+ Medicine* Meditation#+ Melee*
Mummy Lore+ Occult* Panhandling* Performance*
Pickpocket+ Politics& Ranged Weapon+ Repair*
Research+ Ritual Knowledge* Sabbat Lore* Science*
Scrounge* Security* Sewer Lore* Snake Charming*
Sniping@+ Spirit Lore+ Streetwise* Steward@
Subterfuge* Survival* Torture*

*-As in Laws of the Night
@-As in Liber des Goules (Kindred need not take Blood Lore)
#-As in Laws of the Wild
&-As in Oblivion
+-New ability; rules follow


New Abilities

Church Lore
This ability gives one knowledge of the various Church Organizations (i.e., Roman Catholic, Baptist, etc.), their locations, what artifacts they may have, etc.
Faerie Lore
With this ability one has knowledge of Changelings, their society, and their powers. With enough invested in this ability, you could even find out where the local freeholds are. This ability does not allow you to see through a Changeling's mortal seeming.
Garou Lore
This ability gives one knowledge of Garou, their society, and their powers. With enough invested in this ability, you could even find out where local Caerns or moots are located.
Gypsy Lore
This ability gives one knowledge about Gypsies, their society, and their powers. With enough invested in this ability, you could even find out local hangouts and possible routes of the Gypsies.
Hunter Lore
This ability gives one knowledge about a particular Hunter Organization, their structure, their powers, and their equipment. You must choose a particular Organization to specialize in each time you take this ability.
Kindred Lore
As found in Liber des Goules for Ghouls. For Kindred this represents knowledge of ancient legends and modern urban myth. This ability gives insight into the Clans, Bloodlines, Kindred Mythology, Gehenna, and other such information.
Linguistics
The only ability that does not follow the points progression given below, it follows the standard one ability per point spent. Each level in this ability represents one language that your character can speak.
Mage Lore
This ability gives one knowledge of Magi, their society, and their powers. With enough invested in this ability, you could even find local Chantries and Labs, secret meetings, etc.
Malkavian Time
This ability is for Malkavians only. Gives them the instinctive ability to know when and where their infrequent clan meetings occur.
Masquerade
As found in Liber des Goules for Ghouls. For Kindred this is the ability to mimic the functions of life to be better able to pass for human. This ability allows for a retest against the Sniping ability and other mortal Kindred detection powers. However, it does not fool the Garou Gift: Sense Wyrm
Meditation
Basics as given in both Laws of the Wild and Oblivion. For Kindred this can be used to help calm down to keep from going into Frenzy; however, you must be allowed to start meditating before this ability kicks in. It does not help if people keep bothering you, thus not allowing you a chance to start the meditation. Also, see rules for regaining abilities and traits.
Mummy
A character with this ability has knowledge of Mummies, their society, and their powers. With enough invested in this ability, you may even be able to find a Mummy.
Pickpocket
The ability is exactly what it sounds like, the ability to lift small objects from a place or person without being detected. This ability requires a Physical Challenge against a person or Static Physical Challenge when lifting something from a place.
Ranged Weapon
The ability covers archaic distance weapons such as thrown daggers, bows, and crossbows. Allows you to use and repair such items and allows you to use Mental Traits instead of Physical ones in a combat situation, if you choose.
Research
This is the ability to do library and file research.
Sniping
This ability performs a similar function as the ability of the same name listed in Liber des Goules, but is more of a general awareness and knowledge of supernatural tell-tales. This ability must be backed by at least one trait in an appropriate lore (i.e. Kindred Lore, Garou Lore, etc.), to have knowledge of these tell-tales. Primarily a hunter ability.
Spirit Lore
This ability gives one knowledge of Wraiths, their society and their powers. With enough invested in this ability, you could even find local haunts and known manifestations of the Dark Umbra.

Ability Costs

We are of the firm belief that it takes time and energy to become an expert at something, and there is a limit to how good one can be. The progressive costs for Abilities for each "level" is:

  1. 1 point
  2. 1 point
  3. 1 point
  4. 2 points
  5. 3 points
  6. 4 points
  7. 5 points
  8. 6 points
  9. 7 points
  10. 8 points
...and so on.

This keeps a character from having an outrageous number of Abilities of a given type (though not impossible, it only costs 38 points to have 10 Brawl Abilities, for example).

Go to Choose Characteristics Page.

Go to Character Generation Index.