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Abilities

Posted: Thu Dec 09, 2021 5:11 pm
by Xenia
Abilities

The following traits comprise a character’s Abilities. This collection of aptitudes encompasses three qualities. Talents are inherent abilities, knacks a character can learn on her own, without outside assistance. Skills are trained abilities, crafts which require mentorship to improve. Knowledges are learned abilities, disciplines which can be learned from study, experimentation, or lecture. Abilities are often broad in scope. Some require “Fields of Expertise”, or narrower disciplines. These are noted in their descriptions, with examples provided.

Willpower
If an Ability is part of your test pool, so long as you have at least three dots in that Ability, you may use a general retest without needing to spend a Willpower.

Fields of Expertise
Academics, Crafts, Performance, and Theology, all have Fields of Expertise. You specify what that field of expertise when you have the first level ability. This is not a specialty. Additional Fields can be purchased with two experience points. Attempting to deal in a good outside your field of Expertise is treated as though the Skill is at 0, and tests begin with their difficulty increased.

Within a given Field of Expertise, some practitioners further hone their knowledge to a razor’s edge. By choosing a Specialization in an Ability, you fine tune your skills with a particular facet of that talent.

An Expertise means you don't need to buy the same Ability multiple times; instead, you take additional Fields of Expertise to explain the diversity of your experience.

Specializations
Taking a Specialization requires that you spend one Free or Experience Trait on an Ability that you already possess. Whenever you perform a task with that specialization you gain a one-Trait bonus on resolving challenges. You may only have one Specialization in any given Ability. Furthermore, you can never gain more than one Bonus Trait from specializations, even if more than one would be appropriate to a given challenge. Even if you possess Law: Common Law and Investigation: Research, you only get the one-Trait bonus on a test for trial preparation, despite your multiple specializations.

A Specialization is a concentrated area of expertise or practice. You cannot, for example, take a Melee Specialization in “swords,” or a Medicine Specialization of “healing.” Appropriate Specializations refer to one type of excellent knowledge within the Ability, such as Academics: Mycenaean or Theology: Titans.

Secondary Abilities
We are using Secondary Abilities, but they will only be available to certain concepts. A Homid Kinfolk, for example, will not have access to Primal Urge. Other than the fact that they are not inherently available to every PC, Secondary Abilities operate (and cost the same) as standard Abilities.

All Abilities have Mechanics. They are noted under the Ability. Outside of these mechanics they may still be called for in challenges by a storyteller and offered by players as a way to approach a challenge. Don't feel limited by the system, instead view the system as the minimum of what you can expect an ability to be able to do.

Standard Abilities

Posted: Thu Dec 09, 2021 5:18 pm
by Xenia
Academics
At this time, philosophy rules the day with many traveling to the forums and discussing deep thoughts, further Mathematics is at the forefront of many discussions with long hours, days, weeks, or even years spent trying to solve problems often only with a circle and a straight edge; even so there is more unknown than known in the world, and endless discoveries await for those who are willing to push the boundaries of what is known.

Mechanics:
With the first dot you can Read and Write your Native Language, and other languages you have from Linguistics.

For every dot after the first chose a focus in a particular art of classic education. If you should fail an academics challenge in relation to one of your focuses, by taking 5 minutes to discuss and study the problem you may retry the challenge once. This ability may be used multiple times for other challenges throughout the session.

At 6+ you become a veritable fount of knowledge. You continue to gain focuses per dot as per the normal effects of the ability. In addition, once per session you may immediately retry the challenge without needing to take the 5 minutes to research.

Example Focuses: Literature, Philosophy, Astronomy, Arithmetic, Geometry, Harmonics, Tactics

Example Specialties: Instruction, Research, Identification, Enigmas



Animal Ken
Animals in this era are not only domestic companions, but also labor on farms, trackers in the field, and companions in battle. Animal Ken reflects one’s rapport with beasts both domestic and wild, including the ability to tame and train them, to understand their instincts and use that knowledge in their handling, and to predict and control their behavior.

Mechanics:
When an individual has more rage in their system than they know what to do with, you can bring that simmering temper down. By spending 5 minutes talking with a character and engaging in RP around soothing their rage you can lower an individual's Rage by one step. The player must be willing for this effect to occur, you cannot forcibly suppress someone's Rage with this Ability. A given character may only be affected in this way once per session regardless of which character did it.

At 6+ you can reduce a character's rage by up to 2 steps. This can be split so you do 1 and then 1 later if so desired. The player must still be willing to have the effect used on them.

Example Specialties: Taming, Training, Dogs, Horses, Birds of Prey, Big Cats, Bears, Stare Downs,



Archery
Archery is both a domestic and a martial skill. With the same bow, a person can feed her family or defend her home. This ability covers not only the use of bows and crossbows, but also one’s proficiency in maintaining, repairing, and, at the highest levels, crafting the weapons.

Mechanics:
You may opt to use Wits in place of Dexterity when attacking with Archery. Further, you may make use of combat maneuvers when attacking with Archery.

At 6+ the base damage for your archery attacks increases by one, further your peerless aim allows for you to strike targets at incredible distance. By taking a -2 penalty on your attack, you may increase your range by 40 steps. You may take this penalty multiple times to increase your range further.

Note: Nocking an arrow is a simple action, as such it takes a simple action to ready an arrow, and then a standard action to fire. You may reduce this action cost by making use of the snap shot combat maneuver.

Example Specialties:Target Shooting, Tournament Competition, Long Bow, Shooting From Horseback, Forests.



Athletics
Athletics is the realm of the physically talented. It encompasses activities of the sports field, not the battlefield. Running, jumping, dodging attacks, and throwing objects are all examples of Athletics exploits. 

Mechanics:
Attempting to jump, climb, or do any other strange method of moving is now just a simple action instead of a standard action. Further, you may make use of combat maneuvers when attacking with thrown weapons.

At 6+ the base damage of your thrown weapon attacks increases by +1, further when spending an action on movement you move 4 steps rather than 3.

Example Specialties: Climbing, Dancing, Juggling, Running, Swimming, Thrown Objects, Tumbling



Brawl
In the taverns or on the battlefield, because of honor or misunderstandings, fighting is a fact of life in this dark world. Unarmed combat encompasses everything from the skilled, methodical strikes of the martial artist to the rough-and-tumble street fighter. Those who Brawl know where to strike as well as how (an elbow to the throat or to the nose) and can take hits as well as deal them. And for the scrappiest of fighters, fighting “fair” isn’t worth anything if it means losing. Win. With your own two hands and knuckles and muscles. Win.

Mechanics:
You may make use of combat maneuvers when fighting using the Brawl ability (punching, kicking, clawing, biting, etc.)

At 6+ the base damage of all brawl attacks that are not made with claws increases by +1, further once per combat you can make use of one combat maneuver as a brawl attack without needing to spend a willpower to do so.

Example Specialties: Arm-Locks, Boxing, Drunken Fighting, Showing Off, Throws, Wrestling



Commerce
At its most basic, Commerce is the practice of buying and selling. However, all the intricate details that go in to getting goods to market also factor into this skill: knowing trade routes, evaluating the quality of the goods, negotiating their prices, keeping track of who might want what, and what they’d be willing to pay for it. Not all Commerce is legal; in fact, some of it delves into the downright inhuman. Trade routes exist for stolen goods, drugs, and slave trafficking as well as spices and silk.

Mechanics:
You know how to run a business well, and can acquire currency when you need to for short periods of time. By spending 1 DT on acquiring wealth you are able to increase your Resources background by 1 for one game session, this can bring you over 5 if your Resources are naturally that high. This DT may only be done once in any given DT period, you cannot stack this DT. It can only be used to improve your Resources, you may not use this DT and target another character to boost their resources.

At 6+ your understanding of commerce allows for easy market manipulation, when you spend a DT to increase your Resources it now increases your Resources by 2 rather than 1.

Example Specialties: Trade Routes, Negotiation, Spotting Trends, Evaluating Goods



Crafts
The Crafts Skill encompasses a wide variety of practices, from making furniture to the creation of weapons and armor. Crafts covers the act of making useful items and tools. Also included is the ability to evaluate the expertise and value of another person’s work. 

Mechanics:
Choose a Field of Expertise when selecting this ability, you may only use this ability in conjunction with a Field you have chosen. With Crafts you may make items ranging from weapons to every day conveniences. You can craft half your Crafts (round up) mundane items per downtime action (fetishes, talens, etc follow their own crafting limits which can be found in Core Systems: Fetishes & Talens and some large scale items may count as multiple items; for example crafting a small ship would be just one downtime action slot; however, to make a huge barge might take multiple slots - or perhaps even multiple downtimes if creating something truly massive.

To craft an item spend a downtime and declare what item(s) you wish to make; including which tag(s) you wish to add should the item be a weapon or piece of armor, as limited above; depending on the complexity of the item a difficulty will be determined by the storyteller; your bid on this crafting challenge is by base Intelligence + Crafts, however, for some strange crafts or with a good description another attribute may be called for. You then test against this difficulty, this chop will be thrown by storyteller staff, and you will be informed of the outcome in your downtime response.

At 6+ you gain the ability to apply 1 more tag than is usual for any given type of craft that you possess an appropriate Field of Expertise for, see Arms, Armor, and other Equipment for details. When Crafting Miscellaneous Equipment you may add a +1 trait to whatever level of the equipment you make. (meaning your Tools are 2-4 rather than 1-3)


Fields of Expertise: Armor-smithing, Blacksmithing, Dressmaking, Woodcarving, Architecture, Masonry

Example Specialties: Commission Work, Innovation, Quick Turnaround, Evaluation, Repair



Dodge
Dodge is the ability to get out of harm's way, weather in combat or in the face of other sorts of danger. It encompasses the use of cover and agile maneuvering, and it comes from the systematic training of a knight or the rough-and-ready instances of a thief or brawler. Dodge plays a crucial role in the survival of any character who fights often, greatly increasing his chances of escaping damage.

Mechanics:
If you are caught in an area effect, you may make a Dex + Dodge test vs. a difficulty of 10, on a success you may reduce the damage by 1.

At 6+ you may instead choose to make a Dex + Dodge test vs. a difficulty of 15, on a success you reduce the damage by 2.

Example Specialties: Backstep, Dive, Duck, Find Cover, Horseback, Sidestep.



Empathy
While Investigation picks up the physical characteristics of a location or situation, Empathy allows a person to discern the emotional states of those they encounter. Empathy can be used for ill or good, to weed out deception or determine a person’s true feelings. Facts don’t tell the whole story. Emotions add another layer of complexity to every situation. Sorting them out can reveal what is really at stake.

Mechanics:
You are able to read others and notice what might be causing them issues. If you notice strange actions on a person's part you may engage in 5 minutes of conversation with them about the strange behavior (the conversation must be about the behavior or in some way related, for example you couldn't talk for five minutes about fighting the Wyrm and then test if they have a derangement related to flowers). After those 5 minutes you become aware of any derangements or compulsions related to the subject discussed (this can detect supernatural compulsions such as those given by Ultimatum). Empathy can also be used to mitigate Derangements, as covered under Derangements.

At 6+ your trained eye can can more quickly discern what troubles a person, you now only need to engage in 1 minute of relevant conversation.

Example Specialties: Background Emotions, Emotions, Family Problems, Long-Term Concerns, Personalities, Truths



Etiquette
Etiquette is the ability to comport oneself appropriately in social situations, and to assess and adapt to traditions and expectations that are new to the participant, including manners, speech patterns, dress, movement, and social interactions. Characters begin knowing the basic etiquette of their class and culture without taking levels in Etiquette.

Mechanics:
If you make a social Faux pas, you may negate the blunder (you may do this a number of times per game equivalent to your Etiquette rating.) This must be a mistake, not an intentional insult that you regret.

At 6+ Your skill in careful prose allows for you to cover for other people's mistakes. By using one of your uses of Etiquette, you may speak up over someone else's gaff. The target must be willing to accept the cover-up, if they refuse then the use fails and does not cost you a use of Etiquette.

Example Specialties: Courtly Manners, Reading a Room, General Heraldry, Religious Customs, Foreign Customs



Hearth Wisdom
What berries can you eat? Will it rain tomorrow? What’s the best remedy for whooping cough? This wisdom is not found in books, but from sitting at the knee of people wiser than you, and spoken in sewing circles and market stalls. They know the cures and they know the reasons to be afraid of the dark.

Mechanics:
Not so specific as "Scholar Of..." or a more specialized skill can be, Hearth Wisdom gives you approximate knowledge of many things. A number of times per session equal to the number of dots you have in this ability you may use one of these following effects:
  • When in a situation where a "Scholar Of..." merit would provide some insight, you may ask the Storyteller for a challenge, the ST will determine the difficulty of the static challenge as appropriate for the given situation, your test pool is Intelligence + Hearth Wisdom against that difficulty. If you are successful then you know something from rumors or legend, it is usually not completely accurate but close enough to go forward with. Some subjects may be too secret for the Hearth Wisdom ability to be used as ST discretion.
  • When in a mundane situation where a specific ability such as Academics or Medicine would apply you may use your Hearth Wisdom ability in lieu of the typical ability; however, be careful as failure when using this substitution always results in a dramatic failure. This substitution may not be used within Combat Challenges.
At 6+ Your knowledge is a great advice to many, you gain use of the following ability that may also be chosen when using Hearth Wisdom:
  • By advising another while they are engaging in a mundane challenge, so long as they listen to your advice they gain +2 on the challenge. This may not be used within Combat Challenges, though may aid during combat (e.g. you are advising a combatant how best to navigate a narrow ledge). Use during combat requires a Simple Action.
Example Specialties: Locale (e.g. Athens, Sparta, Delphi, etc.), Culture (e.g. Greek, Persian, etc.), Omens, Wards, Home Remedies, Poisons, Charms, Enigmas



Intimidation
Among many of the weapons in a person’s social arsenal, striking fear into the hearts of others is a keen tool indeed. Threaten people’s loved ones, flesh, livelihood, whatever they hold dear. See how quickly they bend to your will.

Mechanics:
Non-supernatural mortals with WP equal to or less than your dots in this ability cannot bring themselves to attack you, and will avoid your presence unless supernaturally compelled. This does not automatically scare off friendly NPCs, though you may choose to do so if you wish.

At 6+ your seething anger boils dangerously close to the surface at all times. Once an hour, when you succeed on an Intimidation based challenge gain 1 Rage.

Example Specialties: Blackmail, Overt Threats, Physical Coercion, Politics, Pulling Rank, Stare Downs, Veiled Threats



Investigation
Your eye spies the smallest details, tracing them back through the web of information. You have the questions and they have the answers, and woe betide any who stand long in the way of your search. You connect all the threads, weaving them together to reveal the tapestry of the truth.

Mechanics:
You may spend a standard action to visually scrutinize an individual within three steps or three standard actions to scrutinize a room or other small area. You automatically detect any carried weapons (even beneath clothing) or other hidden objects. Items with the Concealable quality are automatically noticed only if you physically pat down or search the target.

At 6+ You may now scrutinize an individual within 10 steps, thus allowing for more secret checking of them.

Example Specialties: Body Language, Codes, Crime Scenes, Riddles



Law
Laws and rules are the basis for the Garou nation, after all the Litany is among the most important lists of rules that every Garou is expected to know. But also human society makes often use of law with the stated purpose of preserving justice and punishing the wrongdoer. Skilled user of this ability can make sure they are protected by the law, or twist it so that their enemies find unduly harsh punishments.

Mechanics:
A number of times per session equal to your dots in this ability, you may ask Staff for clarification on what a law means, or how it can be interpreted. This may not give a perfect understanding of the law, and other people may come to other interpretations, but this allows for more complete understandings. You may also ask staff what, if any, laws are established that relate to a specific topic.

At 6+ Your understanding of the Law means that even the spirits know you are an authority that should be respected. When making use of a Punishment Rite, you gain an ability retest on any challenge related to casting the rite; however, this respect comes with expectations - if it is ever found out that you abused this respect to knowingly unfairly punish someone you immediately gain the Spirit Notoriety flaw, and further may not use the ability retest granted by this ability until you make amends to the spirits can remove the flaw.

Example Specialties: Athenian, Spartan, Litany Breaches, Fitting Punishments



Leadership
“Where there is no vision, the people perish.” Everybody needs a head. Leadership allows one such person to take on that role and direct those who have respect and are willing to follow. The best leaders inspire rather than exploit their disciples; Leadership is more often rolled with Charisma rather than Manipulation.

Mechanics:
When you give an order to non-sheeted NPCs they receive a +2 on all challenges related to completing your order. Further, a number of times per session equal to your dots in this ability you may learn a given Garou's current Renown.

At 6+ the bonus granted to non-sheeted NPCs increases to +4 as your words inspire them to even greater heights.

Example Specialties: Commands, Compelling, Friendly, Noble, Oratory, Pious, Staredowns, Stern



Legerdemain
Can your hands move faster than their eyes? Legerdemain provides a type of manual dexterity which aids in sleight of hand, picking pockets, and even juggling. Why sing for your supper when you can just take it, with no one the wiser?

Mechanics:
You may lift small objects, target a given individual within two steps and initiate a challenge with your Dexterity + Legerdemain against their Wits + Composure. On success you are able to lift any one hand sized item that is visible on them. If you instead are reaching into their pack, or pocket the ST will determine at random what is lifted off of them, on a failure your victim becomes aware that someone was trying to reach into their pack, but not necessarily who, as such it is a good idea to use this ability in a crowd. Further, with this ability if a small hand sized item is sitting out in public you may lift the item with no challenge so long as no one is paying attention to the item. If someone is, they you must engage in the above listed challenge with them. Individuals without this ability must always engage in a challenge to lift something that is out in the open as they may draw eyes to them.

At 6+ If you fail the challenge to lift an item from an individual you simply fail to lift the item, but do not alert the individual that you were attempting to lift an item.

Example Specialties: Concealment, Conjuring Tricks, Juggling, Picking Purses



Linguistics
Linguistics is the knowledge of languages other than the one most common in a character's childhood. Every character begins with Greek for free. Growing mastery of linguistics covers the principles underlying languages, their relations and evolution as well as the contents of specific tongues.

Major languages include: Aramaic, Brittonic, Egyptian, Etruscan, Greek, Hebrew, Latin, Persian, Phoenician, and many more.

Mechanics:
Each level of Linguistics gives 1 additional Language that you can speak, and if you possess the ability to, Read and Write. Further, if you run across a language that is related to any language you know (i.e., within the same Language Family), you may attempt an Intelligent + Linguistics test against a difficulty set by the Storyteller (depending on the mutual intelligibility of the language) to get a rough understanding of what is being said, as well as the ability to temporarily communicate rough ideas. This comprehension lasts for the scene. You may not make this test for any language with which you have no shared language family.

At 6+ you are a veritable polyglot. You understand the bare essentials of language so keenly that you may make the above tests for languages regardless of their language family. Additionally, you may continue to buy additional languages at 1xp per language.

Example Specialties: Diplomacy, Accents, Profanity, Dialects, Technical Terms, Germanic Languages.



Melee
Melee is a measure of the character’s prowess with hand-to-hand weapons (as opposed to ranged weapons, covered by Archery, or fighting unarmed, covered by Brawl). This Skill includes the ability to use staves, swords, clubs, axes, and knives. Some melee weapons can be repaired and crafted based on the character’s level of expertise, though making metal weapons requires Crafts.

Mechanics:
You may make use of combat maneuvers while wielding a weapon.

At 6+ the base damage of all your Melee attacks increases by +1. Further, your skill with a weapon is fearsome to behold, you may attempt to parry ranged attacks so long as that ranged attack is from at least 10 steps away.

Example Specialties: Long Swords, Kukri, Twin Headed Axe, Improvised Weapons, Quarterstaff, Disarm, Fighting From Horseback



Occult
To know the occult is to understand the unseen and the inexplicable. The supernatural is a hole that reaches much deeper and darker than people imagine. Just as you reach the bottom, another tunnel reveals itself, burrowing ever deeper.

Mechanics:
When developing the Territory Background, you may develop the Occult tag for your Territory so long as you possess at least one dot of Occult. Further, by spending one standard action visibly scrutinizing a target within three steps you automatically notice any active rituals or other magic items on their person, though not their effects or purpose.

At 6+ Upon noticing any active rituals or other magical items you may inquire about one of the items and a rough understanding of it's effect. Any given individual may only be affected by this use of the ability once a session.

Example Specialties: Magical Research, Scrying, Summoning, Cosmology, Spirits



Performance
Performance is the ability to entertain an audience and keep them enthralled, whether it’s a full amphitheater, a handful of passers-by, or a single mark. Choose a field of expertise when taking Performance. Outside that field, treat the Ability as if it had no dots.

Mechanics:
When developing this ability, choose a Field of Expertise, you may only use this ability when it relates to your chosen field(s). Your skill in your field allows for your words to reach far. By spending two downtimes, one to advertise and popularize a performance you will be doing, and a second to do said performance you are able to temporarily increase your Fame background by 1 dot (this can take you above 5 if you already possess Fame 5) through your next DT period allowing your influence to reach further. You may only do this action for yourself, you must do both DTs, you can only benefit from this effect once at any given time.

At 6+ knowledge of your performing ability has spread far and wide, you no longer need to advertise your performance as such raising your fame temporarily only costs 1 downtime.

Fields of Expertise: Singing, Acting, Wind Instruments, String Instruments, Dance, Acrobatics

Example Specialties: Stirring Speeches, Courtly Songs, Tavern Songs, Reading a Crowd



Ride
Ride describes the character’s affinity for travelling by horseback, fighting while mounted, and in a limited capacity, caring for the animal. Expert riders can also gauge the value of other animals and treat minor ailments that befall them. They are also able to spot quality craftsmanship from poor when it comes to gearing their mount.

Mechanics:
Riding a mount is a now simple action every turn, rather than a standard action every turn. Without this ability, you are able to ride a horse, but not well and must spend a standard action every turn to maintain control; any difficulties will quickly either injure your mount, yourself, or both.

At 6+ Your watchful eye can help other riders with the occasional helpful bit of guidance. So long as you can see and speak to an individual riding, they are treated as having Ride 1, even if they do not possess it. If they do possess at least Ride 1, they instead gain +2 on any challenges related to riding so long as you are giving them advice.

Example Specialties: Trick Riding, Jumping, Hunting, Speed, Mounted Combat



Rituals
Rituals are the lifeblood of Garou metaphysics, leaning on the will of the spirits to enforce Garou ways. Rituals represents your familiarity with Garou rites, in terms of ease of casting, learning, and understanding. All members of the Garou Nation may learn Rituals, although some specific Rites may not be available to those without Gnosis (i.e., Kinfolk).

Mechanics:
At Character Creation
While making your character, Rituals is used to establish how many rituals you know upon entering the game: Rituals Ability x Rank Background. You can take a number of Rites equal to this total, regardless of Level of Rite, provided the Level is equal to or lower than your dots in Rituals. For instance, even if you're Athro with Rites 1, you can't take a Level Two Rite. For Kin and Cubs, consider your Rank to be 1.
  • Example A: An Adren (Rank 3) takes Rituals 2. He has 6 rituals to start with. None of these can be higher than Level Two (his Rituals), so he takes three Level 2 Rituals and 3 Level 1 Rituals.
  • Example B: A brand new Theurge (Rank 1) takes Rituals 5 to show her zeal. She starts with 4 Level One Rituals and two Minor Rites.
In Play
Every time you increase Rituals, you gain a free Rite of that level, immediately and for free: taking Rituals 4 gives you a Level Four Rite, etc.

At 6+ your knowledge of Rituals is so masterful that you contribute +1 to any Rite you take part in. In lieu of the Rite you would gain with this expenditure, you may work with staff to begin developing your own Rite, or gain two Rites of any lower level. Additionally, a truly skilled ritemaster at this level gains the knowledge of how to bargain two spirits into the same fetish.

Example Specialties: Rites of Accord, Ceremony, Punishment Rites, Ritual Theory



Seneschal
You are the oil that allows the gears of a great house to run smoothly. You handle the books and the market accounts. You manage the number of workers for the harvest, maintain the stables, keep the ponds and forests stocked, and so forth. A good servant is worth their weight in gold, it’s said, and it’s never truer than here.

Mechanics:
Your skill at managing others day to day lives is an incredible boon. You may donate your downtimes towards other characters, up to a maximum number of downtimes equal to your dots in this ability (assuming you have that many downtimes to donate). For each downtime you donate to another character you must list which character you are donating your downtime to and what action you are both undertaking; they then gain an additional downtime action they may expand upon for both of you. Make sure to communicate with the player you are giving your downtime(s) to so that they submit those downtime(s) before the deadline. Any downtimes donated and not used are lost.

At 6+ your gain an additional downtime that can only be donated to another character. This downtime can be used to exceed downtime caps.

Example Specialties: Type (e.g. Urban, Farm, Feudal, Nobility), Religious Orders (e.g. Monasteries, Nunneries)

7/2 Update:
On Seneschal
The Seneschal Ability represents your capacity for coming to someone's aide and lessening their proverbial load. Key things to note when using Seneschal:
  • You may donate your DTAs to as many people as you like (up to your dots in the ability) in a downtime cycle.
  • You may benefit from only one Seneschal-given action in a downtime cycle.
  • Seneschal represents you sharing the work with someone else:
    • Both players must submit the same action, favoring the action of the person with Seneschal in case of discrepancy.
    • Both players will be included in the downtime and the response.
Please note that players aren't required to send in identical submissions, but when Seneschal is used, you both need to mention three details: the use of Seneschal, who's using it for who, and what you're both working on.



Stealth
Stealth is the ability to pass unseen and undetected through a space, to get in and get out with no one the wiser. This includes hiding in plain sight in the midst of a crowd, tailing a mark, or skulking past guards to gain entry to a household. Sleight-of-hand attempts fall under Legerdemain.

Mechanics:
So long as you have a few appropriate items you may pass yourself off as a generic type of person (solider, farmer, etc.) thus blending into a crowd. This will not work against individuals that know your disguise or those that are specifically looking for you, but will help with those that may just be looking for someone that is out of place.

At 6+ so long as you are hidden behind cover and remain motionless, any individual with less than Investigation 6 or without a supernatural power cannot notice you.

Example Specialties: Blending In, Crowds, Small Groups, Daylight, Prowl, Wilderness



Streetwise
Navigating your way through the cities around can be difficult for those that are unfamiliar with the world of humans. Individuals with Streetwise know their way around a city and can avoid getting lost easily.

Mechanics:
When you travel through a dense urban area you do not have a chance of getting lost, further, unless an individual possesses at least as many dots of Streetwise as you do they cannot track you through a dense urban area unless they are able to physically see you.

At 6+ you are able to extend this untraceable protection to anyone traveling with you so that none of you may be tracked through a dense urban area.

Example Specialties: Black Market, Navigation, Rumors



Subterfuge
Subterfuge is an elegant way of saying “lying.” While the motives behind the lies may be good or evil, the ability to hide one’s feelings and motives can be used to accomplish deeds of varying morality.

Mechanics:
If you are unsuccessfully targeted by a power that would control you or otherwise dictate you act in a certain way, you may make it appear that the use of the power was a success, thus causing your would be aggressor to possibly lower their guard. This illusion only lasts for as long as you act in accordance with what the power would make you do and is broken the instant you act against the power. Further, once per game session you may feign death. When struck by a blow, you may declare your character appears dead, this effect only lasts until you move. Individuals with at least one dot of medicine may spend three standard actions examining you to determine that you are actually still alive. Until that moment all characters believe you are dead and may not take further aggressive actions against you (as you are already dead), the exception is creatures that are Wyrm Affinity, as they may immediately move to desecrate a corpse. Certain creatures are immune this effect as they are aware of death, unless you possess the appropriate "Scholar of..." merit you may not recognize such creatures until after you make an attempt.

At 6+ you may fool others as to the source of a power. Once per session so long as the power you are using is not obvious, you may designate another character within 2 steps of you, that to all others appears to have been the one that used the power.

Example Specialties: Changing the Subject, Finding Weaknesses, Flattery, Patter, Seduction, Selective Omission



Survival
Survival measures how successfully the character can move about in, adapt to, and thrive in the elements. Sometimes, Survival is more about living long enough to return to civilization than it is about eschewing it: finding your way through the forest, foraging for food, and locating drinkable water.

Mechanics:
When you travel through a wild or otherwise untamed area you do not have a chance of getting lost, further, unless an individual possesses at least as many dots of Survival as you do they cannot track you through a wild or otherwise untamed area unless they are able to physically see you.

At 6+ you are able to extend this untraceable protection to anyone traveling with you so that none of you may be tracked through a wild or otherwise untamed area.

Example Specialties: Foraging, Forests, Deserts, At Sea, Tracking



Theology
Theology is the study of the many gods, and understanding their workings. Keeping track of the different stories of Apollo, to how to avoid the wrath of Zeus, these thoughts permeated much of society and the priests and priestesses that take the time to study such understandings had much of their work cut out for them.

Mechanics:
This skill requires a Field of Expertise when taken, and your ability only functions within your Field of Expertise. When interacting with a follower that falls within your FoE or the subject of your FoE you may substitute your Theology Ability for any other social Ability as your understanding of their beliefs or actions allows you to seamlessly interact with them.

Further, when seeking to understand an element of faith within your Field of Expertise you may ask the storytelling staff for a Theology test. They will determine the difficulty for such a test and on a success you may gain understanding. Some aspects may be secret or closed practices though and a test will not be possible unless you also possess a relevant specialty.

Lastly, you gain an automatic specialty in whatever god you are gaining divine patronage from; this specialty is automatically lost should you leave your divine patron.

At 6+ you are keenly attuned to the tenants of your faith. By spending a standard action examining your area you may ask the storyteller if there is anything that relates to your FoE that is hidden nearby. This may allow for the realization that there is a god hidden among you, or that there is some working of great power nearby.

Fields of Expertise: Titans, Cults, Pagan beliefs, Etc. 

Example Specialties: Praying, Proselytization, Conversion, Individual Greek Cults (e.g. Apollo, Hermes, Zeus, etc.), Individual Titan Cults (Chronos, etc.)

Secondary Abilities

Posted: Thu Dec 09, 2021 5:26 pm
by Xenia
Secondary Abilities
Secondary abilities are focused abilities not suitable for most characters, they represent a focused knowledge of things that can only be learned is specific ways. If you would like the of the following abilities you must speak with staff first before purchasing them.


Awareness
With belief and superstition holding the same weight as knowledge and science, the distinction between the natural world and the supernatural is not as solid. Many expect to see those things which lie in the dark places of our world. Sometimes, those things are indeed seen. Awareness makes the cold chill on your neck and the thing out of the corner of your eye more solid, more perceptible for human and supernatural alike. Better to know it’s there so you can deal with it accordingly than go through life ignorantly and perhaps anger something on your way.

Mechanics:
You are able to notice the supernatural around you, whenever magic (not Gifts, or Vampiric Disciplines) is used you become immediately aware of it's presence as well as it's effect as you can understand it (without the appropriate "Scholar of..." merit you may only get a partial image of what the power will do), you may then ask for a test of Wits + Awareness contested by the users Composure + Subterfuge, on a success you are able to tell precisely who used the power and who or what it was targeted at. This can also be used to detect the presence of supernatural stealth nearby, but will not automatically penetrate or locate it.

At 6+ your eyes are opened to the flow of magic around you, even when subtle and passive. When examining an item you may ask the Storyteller for a static Wits + Awareness test against a difficulty determined by them depending on the age and power of the magic (older and weaker is harder to detect, newer and more powerful is easier). On a success you are able to glean knowledge about such items or old workings as above. You may only target a given item or location once a session in this manner.

Example Specialties: Blood Magic, True Magic, Fae Magics.



Herbalism
You have made a study of herbs their medicinal properties and other uses. You know when and where to plant them and harvest them and how best to prepare them for use.

Mechanics:
You may craft especially toxic and dangerous poisons, alternatively you may develop wonderful and benign medicines. Each dot you purchase of this ability allows for more such drugs to be developed, those who develop this ability will be able to see the precise list.

At 6+ further drugs are made available. The complete list is presented to those who develop this ability.

Example Specialties: Medicinal, Growing, Poisonous, Psychotropic.



Intuition
While Kinfolk lean on instinct, it's much more cerebral than a Garou's Primal Urge. Sometimes, you notice things or make leaps of logic that leave others baffled, but it's just your knack for making good guesses and relying on your gut feelings. Garou characters may not possess Intuition, as it seems to be Gaia's gift to kinfolk.

Mechanics:
By spending a standard action consulting your Intuition, you may ask a Storyteller for any significant leap of logic or obvious clue you're missing based on the data you've been given. You can do this as many times in an evening as you have points of Intuition. If the ST informs you you've followed this information to its reasonable conclusion, you haven't used up that dot of Intuition yet.

At 6+ your hunches border on precognition. Upon entering a scene, you can use your Intuition to ask where to start for the best results, be it in reading a social gathering, investigating a scene, or planning a tactical assault.

Example Specialties: Reading Between the Lines, Subtext, Sensing Dynamics, Meditation



Medicine
This is the age of faith and ritual for healing and diseases are thought of as wrath or punishment from the gods; though recently an intellectual by the name of Hippocrates has been making waves with his revolutionary idea that physical illnesses may have a physical cause. Of course, other ideas of medicine exist in other parts of the world, travelers from distant lands may have many different understandings of this ability.

Mechanics:
By spending 5 minutes examining a mortal, you can use the medicine ability to speed a mortal's healing by one category. Further, by spending 5 minutes examining and aiding any character afflicted by a disease or poison, you may grant them a second attempt to resist the poison or disease that is afflicting them, should they succeed on the second attempt, the effects of the poison or disease end as though they had successfully resisted it. A person may only have the medicine skill used on them in this fashion once per session. Lastly, those that are skilled with medicine can help Garou heal even cleaner, so long as you possess at least 3 dots of this ability, you may spend 30 minutes with a Garou that has a battle scar, the Garou that this was used on is then cured of one battle scar. This procedure may be done multiple times to cure multiple battle scars.

At 6+ your aid at healing battles scars covers knowing how to heal the wound while keeping the mark - many Garou love their stories and losing the wound may mean derision, but keeping the weakness from the wound means they can't fight as well for Gaia. When healing a battle scar with the Medicine ability, you are able to mend all ill effects, but leave the scar if you so choose. Further, the procedure to heal such scars is reduced to 10 minutes.

Example Specialties: Childbirth, First Aid, Pain Relief, Preventative Medicine, Surgery



Politics
Politics is the great game; some say the greatest game. It can bring unimaginable power, but the wheel of fortune can turn quickly, grinding the ambitious into the finest of powder. History is littered with the names of those who overreached. You have a keen understanding of who holds sway, on what, and perhaps even how.

High-level politics is a mixture of diplomacy and carefully exercised leverage. The more you understand, the more you can bend others to achieve your goals. 

Mechanics:
A number of times per session equal to your dots in this ability, you may ask Staff for a read of a person's political sway in the city: i.e., their Influences. You will learn how many dots an individual has in a named area of Influence, up to your dots in Politics. If an individual with Politics 3 targets someone who has Street 2 and Trade 5 to ask about their Trade influence, Staff will confirm that they have Trade 3.

At 6+ Your understanding of political intrigue gives you a major upper-hand. If participating in an Athenian debate, you can ask the storyteller precisely what percentage of the people are in favor vs against, letting you know how much pressure to apply. If used in Spartan society, your intrigue gives you just the right ear to whisper into and try to sway the decision of the king. Between Garou, you may read posture well enough to discern who voted what way on a given topic. This may have other effects in other courts subject to storyteller approval.

Example Specialties: Type (e.g. Court, City, Church), Bribery, Diplomacy



Primal Urge
This ability describes a character’s connection to her bestial nature, and her level of gut feelings in her various nonhuman forms. A character with high Primal-Urge relies not just on her heightened instincts, but a whole range of sensory information that humans don’t fully understand. Primal Urge covers both your wolf instincts (hunting prey, relying on gut feelings) and your Garou nature (activating fetishes, stepping sideways, shapeshifting). Homid Kinfolk characters may not possess Primal Urge, Lupus Kinfolk that possess it may only use it in a mundane capacity.

Mechanics:
Every combat you gain a number of free bonus simple actions that may only be used for shifting equal to your dots of Primal Urge. Please see Shapechanging: The Five Forms for more details on how shifting works. In addition, you may use your Primal Urge when examining a scene, making a Wits + Primal Urge static challenge against a difficulty determined by the storyteller to determine if there is anything unnatural nearby. This cannot pierce supernatural effects specifically designed to conceal such as Obfuscate or Blur the Milky Eye.

At 6+, your sense of the natural order is so strong that the Unnatural stands out like a beacon. Instead of bothering to test, you can inform a Staff Member of your Primal Urge rating once per game and have them point out as many things that are unnatural (i.e., influenced by man or magic) as your dots in Primal Urge. This is always prioritized from the most egregious defiance of nature to the least, so the demonic amulet will be more obvious than the rock that man turned into an arrow head.

Example Specialties: Shifting Forms, Hunting, Hunches, Reacting



Seamanship
Seamanship covers ship handling and sea lore. Seamanship is the ability to navigate both the open sea and the waterways. This ability covers all aspects of skills related to ships, such as knot tying, load balancing, portaging and the like.

Mechanics:
Controlling a ship is now a simple action every turn rather than a standard and simple every turn.

At 6+ your watchful eye can help other seafarers with the occasional helpful bit of guidance. So long as you can see and speak to an individual controlling a ship, they are treated as having Seamanship 1, even if they do not possess it. If they do possess at least Seamanship 1, they instead gain +2 on any challenges related to seamanship so long as you are giving them advice.

Example Specialties: Ocean, Rivers, Seas, Types of Boats, Naval Warfare