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Talents, Skills & Knowledges Collected Abilites: Talents|Skills|Knowledges for World of Darkness 20 th Anniversary Edition Version 2.0

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Page 1: Talents Skills Knowledges

Talents, Skills & Knowledges Collected Abilites: Talents|Skills|Knowledges for World of Darkness 20 th Anniversary Edition

Version 2.0

Page 2: Talents Skills Knowledges

Table of Contents

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OVERVIEW 3

Categorization 3

Systems 3

Skill Key 5

Altered Nomenclature 5

STANDARD ABILITIES 6

Standard Talents 6

Standard Skills 7

Standard Knowledges 9

SPECIALIST ABILITIES 11

Specialist Talents 11

Specialist Skills 13

Specialist Knowledges 17

Redactions & Changes 20

INDEX: GENERAL ABILITIES 21

APPENDIX: SUPERNATURAL ABILITIES 22

Key 22

Supernatural Talents 22

Supernatural Skills 24

Supernatural Knowledges 25

Redactions and Changes 25

INDEX: SUPERNATURAL ABILITIES 26

CREDITS & CONTACT 27

Page 3: Talents Skills Knowledges

Overview

3 | P a g e

Overview

Across the various World of Darkness Game Lines,

rules and approaches can vary significantly. In

particular, the Abilities traits that are supposedly

universal across all game lines can vary enormously

in definition and function. While this is no issue for

games constrained to a particular game line, this

can create issues for games set in a mixed

cosmology – Different lines often define abilities in

different ways, assign them different categories,

and even introduce entirely new ways of handling

Specialties.

In this document, Players and Storytellers will find

my own interpretation and house rulings for the

Abilities in White Wolf and Onyx Path’s Classic

World of Darkness RPG. These abilities are

condensed fro Demon: The Fallen, Hunter: The

Reckoning, Werewolf: The Apocalypse 20th

Anniversary Edition, Vampire: The Masquerade

20th Anniversary Edition, and Mage: The Ascension

20th Anniversary Edition. This document is by no

means an absolute authority – Notably, Wraith and

Mummy are not represented in this book, as I have

never used them in my games; Changeling: The

Dreaming is also not represented, as the original

Changeling Books are extremely depreciated, and I

have decided to await CTD20 before integrating

those rules.

Categorization

In order to make this book simpler to use, Abilities

are categorized according to availability.

Specifically, Abilities will be divided into Standard,

Specialized, and Unnatural abilities.

Standard Abilities represent those abilities that any

given person could possess –Skills like Drive,

Talents such as Empathy and Alertness, or

Knowledges such as Academics and Computer.

Likewise, Specialized abilities represent abilities

usually only seen in specialized fields – Your local

drive-thru cashier is not likely to possess

Demolitions or Pilot just as a middle-class office

drone is not terribly likely to possess the Subculture

Knowledge. Finally, Unnatural abilities represent

those only held by Supernatural Creatures – Talents

such as the Fera’s Primal-Urge talent, or the Mage’s

Biotech skill. Some of these abilities (Particularly

those associated with Mage) may not be exclusive

to these Supernaturals, but are generally associated

almost exclusively with them.

Systems

The systems associated with Abilities may have

changed many times since the inception of World

of Darkness, but certain things have remained

universal. Most notably, the role and availability of

Specialties has changed several times through the

editions and lines; see the section below for more

information.

Dice Systems

When a character is called upon to use their

abilities in a field, an ability roll is made. The nature

of this roll is set by the storyteller, however all

Ability Rolls function as follows:

- The Storyteller instructs the player on the roll

and difficulty. An Ability Roll always has a Dice

Pool consisting of the relevant Skill + relevant

Attribute; e.g. spotting danger generally has a

dice pool of Alertness + Perception. Unlike many

other systems, these combinations are fluid – A

character may pick a lock with Dexterity +

Security, but examining said lock may instead

require a Perception + Security or Intelligence +

Security roll instead.

- The Difficulty of a roll is set by the Storyteller

based on how difficult a particular action is. The

standard difficulty of a roll is six, however the

Storyteller may raise or lower the difficulty

based on the difficulty of the action performed –

Generally, Difficulties range from 5-7 Inclusive,

however may be as low as 2 or as high as 10[V20,

249]. For actions that a Storyteller rules go

beyond the Difficulty 9 Thresholds, an optional

Threshold Rule suggests that instead of having

Difficulties of 10, the Storyteller instead require

multiple successes – i.e. a Difficulty 11 roll would

in fact be a Difficulty 9 Roll where at least 3

successes must be scored to pass.[M20, 387]

- Certain factors (Supernatural Abilities,

particularly fine tools, adverse conditions, etc.)

may modify the difficulty of a roll up or down.

- If a character does not have the ability required

for a roll, the difficulty is increased by 2. E.g, if a

Page 4: Talents Skills Knowledges

Overview

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character must dodge a sword blow from a

frenzied Brujah (Dexterity + Dodge, Difficulty 6),

but does not possess the Dodge Talent, they

instead roll just the attribute with +2 difficulty

(Dexterity flat, Difficulty 8)

Ratings

Conventionally, A Character’s Rating in an ability

ranges from 0 (Untrained) to 5 (Master). Certain

supernatural influences (Such as the immense

power and knowledge of an Elder Vampire) allow

abilities to go beyond the 5-dot Maximum,

however as a rule 5 is the absolute maximum.

During Character Creation, a character cannot

purchase dots above 3 in any Ability unless they use

Freebie Points, limiting the skill of “Level 1”

characters. Further, a character cannot obtain a

Specialty in an ability until they have reached 4

Dots of proficiency, with the exception of abilities

that utilize the Well-Skilled Craftsman rule below.

During character creation, a character receives a

number of points to spend in ability categories

based on their type (13/9/5 for Supernaturals,

11/7/4 for Mundanes), and may purchase

additional dots for 2 Freebie Points (flat) each.

Abilities may also be raised with Experience Points

at an exponential rate – A new Ability costs 3 flat

Experience, and each dot above the first costs (2 x

Rating) to purchase – i.e. purchasing the 3rd dot in

Alertness will cost 2x3 XP – thus, 6xp.

Increasing Abilities after Character Creation,

however, requires the character to have a justified

reason – A character cannot simply save up 6xp

over a session of reading in the library, then expend

it to increase their Brawl talent. As a rule;

- Talents are innate abilities, and a character may

justify an XP Expenditure on a Talent any time

they have used the relevant talent – e.g. a

character may increase their Brawl after a

particularly big fight, or their Alertness and

Intuition after becoming more paranoid in the

wake of an ambush.

- Skills require training and practice to increase. A

character may spend a few weeks working on

their car, or attend a few workshops to practice

their Crafts skill, or attend training sessions at

the local firing range to increase their Firearms

Skill. Skills must be justified with proper practice

and training – One afternoon of auto repair is

not going to be enough to show a marked

increase in Crafts.

- Knowledges represent knowledge gathered

from lengthy study and comprehension of a

subject. Increasing knowledge requires a

character to spend a long period – weeks,

months, sometimes even years – to

comprehend and understand a subject. Just

reading a book will not increase a character’s

Science Knowledge, but completing a degree in

Physics certainly will.

Skill Ratings • Novice/Dabbler – A hobby, Beginner •• Practiced/Student – Entry level job ••• Skilled/Scholar – You’re a professional •••• Expert/Professor – Respected teacher ••••• Master – Peerless, the human peak

Specialties & the Well-Skilled

Craftsman

The function of Specialties has changed several

times across the World of Darkness versions and

game lines. Below are the Specialty Systems I

recommend, drawn both from the books and house

rules I have played under;

- A character’s Specialty causes any 10s on a

relevant Skill Roll to count as double successes –

i.e. on a roll of 10,8,8,3,3,4 for a Difficulty 7 Roll,

a character with a relevant Specialty would

score 4 Successes, not 2. This rule is common

throughout the 20th Anniversary Lines released

thus far[M20 274, V20 96, W20 123]

- A character’s Specialty allows a player to have

any 10’s “Explode” – Each 10 rolled allows the

player to roll another dice and add the result to

the dice pool, ignoring any Botch Results on the

extra dice. This version of the rule is less

powerful than the double-10’s method above,

and is common in books that use the Pre-20th

Anniversary version of the Revised rules.[DTF 136,

HTR 101], however this rule may also result in a

more powerful roll, as any additional 10’s rolled

may also explode.

Page 5: Talents Skills Knowledges

Overview

5 | P a g e

- A House-Rule that some Storytellers instead use

is to simply allow a Specialty to grant one single

automatic success to the relevant rolls –

Effectively allowing a character to get 2 free

successes by spending willpower, or to increase

the minimal success from a Dice Pool higher

than the Difficulty Rating.

As of Mage: The Ascension 20th Anniversary

Edition, a name and clarification has been given

to a specialty rule previously mentioned in older

editions but limited to the Crafts and Academics

skills, occasionally attached to the Science skill as

well. The Well-Skilled Craftsman rule allows for

characters to master a range of different skills

that all fall under one related umbrella; a

character with sufficiently high Academics

knowledge can apply that knowledge to multiple

fields of understanding.

Mechanically, the Well-Skilled Craftsman rule

requires a player to denote a specialty in the

marked skills as soon as they obtain them. Instead

of offering the normal Specialty bonuses, the

specialty simply denotes the field of

understanding the character is focused upon –

Craft[Automotive], Academics[German History],

etc. Once the character achieves 4 dots in the

Well-Skilled Craftsman ability, however, they may

begin to purchase additional specialties – and, by

extension, additional fields of proficiency – for

4xp. For example, a character with 4 dots in Craft

with an [Automotive] Specialty may purchase

[Electronics] for only 4xp, leveraging on their prior

understanding. Of course, the character must still

be able to justify this increase. Abilities that

utilize the Well-Skilled Craftsman Skill will have a

[W] marker in their title.

Skill Key

Certain skills have special rules attached, and will

be marked as such. Below is the key for these

markers, and the associated rulings.

[W] – Well-Skilled Craftsman, this ability uses the

WSC Rule introduced in Mage: The Ascension 20th

Anniversary Edition and detailed above.

[G] – This ability denotes a Skill Group, rather than

an individual skill. This ability may be taken multiple

times representing different skill groupings. Take

for example the City Secrets skill – The character

does not actually take City Secrets on their sheet;

rather they take a separate skill for any given city

(Seattle Secrets, Perth Secrets, London Secrets). In

the case of Grouped Skills that also use the Well-

Skilled Craftsman rule, this may show knowledges

that branch out. For example, Seattle Secrets would

then have the WSC Specialties of Vampires,

Werewolves, Changelings, etc.

[C] – This ability is a “Core” ability. In our games, we

utilize a character sheet that has empty lines where

Abilities are added as relevant to the character – If

a player never intends to take, say, Martial Arts as a

skill, they don’t need to use up space on the

character sheet with the redundant trait. Core

Abilities, however, are abilities that are

fundamental or ubiquitous to the World of

Darkness setting or the Storyteller System, and

thus should be on the character sheet even if a

character does not possess them – for example,

Alertness, Intuition, Occult, etc.

[P] – This denotes a skill that has a prerequisite. For

example, the Mage Skill Hypertech cannot be

higher than the character’s Technology skill.

[X] – This denotes a skill that behaves differently for

certain supernatural creatures. Notably, Esoterica

simply represents hokey new-age beliefs for most,

but for a Mage it may be an integral part of their

Magical Paradigm. Similarly, while Carousing is a

character’s ability to have a good time and drink,

for a Vampire it is instead the ability to feign eating

and drinking.

[V] – This denotes a skill that has conflicting rules in

different versions, whether this be by Edition or

Game Line.

[H] – This denotes a skill with heavy Houseruling

Altered Nomenclature

In order to reduce confusion and conflicts,

certain Abilities with similar names and abilities

with different names across versions are

renamed. These Abilities will have a note at the

end of their description explaining the change,

as well as why.

Page 6: Talents Skills Knowledges

Standard Abilities

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Standard Abilities

The following abilities are “Standard”, and can be

considered to be possessed by most Humans. On

an average street, selecting individuals at random,

most will have at least one of these abilities. As

such, most of the following should be present on a

character sheet even if a character does not

possess the ability in question.

Standard Talents

Alertness [C]

This represents how alert a character is, and how

quickly they notice things that go on around them

even when not actively looking for them. Alertness

represents the attention a character pays to their

surroundings, and is generally paired with

Perception for detecting physical stimuli (Smelling

Gas in that old house, or spotting that Zombie

reaching for the Lighter…)

Skill Ratings • You’re alert to odd sights and sounds •• You overhear lots of gossip at parties ••• You keep a sharp eye out around you •••• You’re almost paranoid ••••• You spot the wolf before it spots you.

Athletics [C]

This talent represents a character’s basic athletic

ability, as well as training in any sports and, paired

with Stamina, the character’s overall fitness.

Athletics covers all forms of running, jumping,

throwing, swimming or sports and the like,

however it does not cover athletic feats covered in

other abilities such as Martial Arts, Brawl or Melee.

Skill Ratings • You were pretty active as a kid •• You were an athlete in high-school ••• You never skip leg day •••• You’re a professional athlete ••••• You could place in the Olympics

(Arcane) Awareness [C]

Arcane Awareness represents a characters

instinctual reaction to the presence of the

Supernatural and strange. While Alertness

represents a characters attunement to their

surroundings – The ability to hear floorboards creak

or smell a smoking gun – Arcane Awareness instead

represents the inspiration, hunches or sudden

dread associated with the instinctive recognition of

the wrong. This insight is purely subconscious –

Awareness won’t let you smell a Vampire, but it will

let you know that guy in the cloak with the big

collar just isn’t right.

Skill Ratings • Sometimes, you feel like something

isn’t quite right. •• Sometimes you get strange vibes from

a particular direction or vague area ••• You know if something strange is

happening when you enter a room •••• If you really concentrate, you can

sense whether someone or something in a group is supernatural.

••••• You instinctively know if something or someone is mundane or supernatural

Note on Nomenclature: This Talent exists in the

various rulebooks just as Awareness, however I

have found new players often get confused at the

difference between Alertness/Awareness and

appended the name. For groups desiring a less

diverse name, appropriate synonyms include

Cognizance, Discernment or Insight

Brawl [C]

This talent represents a character’s ability to fight,

plain and simple – How well you throw a punch,

swing a claw or dig your teeth into a foe. This talent

can represent everything from formal training to

just plain hanging out in awful pubs.

Skill Ratings • You were picked on a lot as a kid •• You’ve been in a bar fight or two ••• You get into a lot of fights, and usually

leave looking better than the other guy •••• You could be a serious MMA fighter ••••• Agent Coulson

Dodge [C]

Dodge represents a character’s ability to get the

hell out of the way. All manner of objects may be

dodged, within reason – From bullets and fists to

subway trains and falling buildings. The ability to

dodge should of course be justified – You can’t

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Standard Abilities

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“dodge” a spray of bullets, but you may be able to

dive into cover just in time.

Skill Ratings • You usually avoid getting slapped for

your puns •• You’re usually the last man standing in

a round of dodgeball. ••• You’ve come out of food fights clean •••• You seem to instinctively know where

a blow will hit ••••• You’re near untouchable

Empathy [C]

This talent represents a character’s ability to

empathize with others and sympathize with, feign

sympathy for, or play on such emotions as you see

fit. A character with high empathy is good at

detecting lies (paired with perception), or just plain

good conversation (paired with Charisma).

Skill Ratings • You’re a good shoulder to cry on •• You can sometimes feel others suffer ••• You have a keen insight into what

people want from you •••• You’re a human polygraph (Except you

actually work) ••••• You can discern intimate emotions at a

glance

Intuition [C]

This talent represents a character’s innate sense for

correct choices and possibilities. Where Alertness is

a character’s ability to spot things in their

environment, and Awareness is a character’s ability

to recognize Supernatural goings-on, Intuition is

simply a character’s gut feeling about certain things

– That nagging something that tells you something

bad is about to go down, or that this is the right

choice.

Skill Ratings • You breeze through multiple-choice

exams •• You’d make a good stock trader ••• Your gut prepares you for unpleasant

situations •••• The things you “know” are uncanny ••••• You’d be burned as a witch in Salem

Subterfuge [C]

This talent represents a character’s ability to lie and

get away with it (when paired with Manipulate), as

well as spot when others are lying (when paired

with Perception). A character with Subterfuge is

good at concealing their true motives and

projecting what they wish.

Skill Ratings • You tell the occasional white lie •• You could get away with an affair for a

while ••• You’re a successful lawyer •••• You could be a career politician ••••• People believe truth and lies are

whatever you tell them they are.

Standard Skills

Drive [C]

This skill represents a character’s ability to operate

motor vehicles of various types; from Cars to

Motorbikes and even Armoured Personnel Carriers.

This skill does not automatically entail familiarity

with such vehicles, and difficulties may vary based

on your experience with different vehicles.

The scope of this skill varies between game lines

and editions; in some editions, Zero dots in drive

means a character Can drive, however only an

automatic and +1 difficulty is levied[HTR 111], however

other editions instead place the operation of an

Automatic at 1 dot, with 0 dots holding the

standard Untrained penalty for all vehicles.

Skill Ratings • You can’t drive stick, but you can drive •• You can handle a manual transmission ••• You’re a professional trucker •••• You’re a talented NASCAR racer or

daredevil, you could pilot a tank ••••• You can use a car in place of an

elevator

Etiquette [V]

This skill represents a character’s ability to

recognize and behave within the formal behaviours

of their society, and the local customs of cultures

other than their own. This first impression can

grant the important edge in negotiations, seduction

Page 8: Talents Skills Knowledges

Standard Abilities

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or diplomatic manoeuvring, as well as helping

characters get into places they do not rightly

belong.

Skill Ratings • You’re not a total embarrassment at a

fine restaurant •• You’ve got some impressive manners,

and you can be seen at a charity dinner ••• You know your way around a

conversation with the affluent •••• You know what all those god damn

spoons are used for ••••• You could be seen scolding the queen

Note on version differences: In M20, Etiquette is

noted as functioning for all cultures and societies,

however in Hunter: The Reckoning the skill instead

claims to only function for the society the character

originates from. Storytellers wishing to use the

latter definition may pair this skill with the Well-

Skilled Craftsman rule in order to make it more

sensible.

Firearms [C, W]

While Vampires and Werewolves hold stock in

ripping claws and gnashing fangs, and Warlocks

wield devastating Arcane Fire, some folks see the

value in a plain and simple shooter. The firearms

skill represents proficiency with a range of different

weapons, however the Well-Skilled Craftsman rule

applies, requiring a character specify exactly what

kind of firearm they can wield.

WSC Specialties: Handguns, Rifles, Assault,

Shotguns, Sniper, Artillery, Mortar, Flintlocks,

Cybernetic Weaponry, SMG, Military Hardware

Skill Ratings • You’ve been to the firing range a few

times •• You’re a decent hunter ••• You’ve been in a firefight or two and

lived •••• Your friends call you a crack shot ••••• Frank Castle

Investigation [C]

This skill represents a character’s ability to actively

seek details and follow leads regarding a puzzle. It

does not just represent a good eye (that’s more the

purview of Alertness), but also the ability to

recognize and follow up on clues, perform the

appropriate research and make the right

connections between leads and suspects.

Skill Ratings • Your google-fu is strong •• You could be a police officer ••• You could be a good detective •••• You could work for the Feds. ••••• No shit, Sherlock

Melee [C]

Sometimes a semi-automatic assault rifle isn’t on

hand, other times you’re looking for something that

packs a little less than 140-decibels of street-

waking hell. Melee represents a character’s

competency with everything from swords and

wooden stakes to barstools and broken bottles,

ranging even to Polearms and Chainsaws.

Skill Ratings • You practice a lot with that cheap

katana you bought at a convention •• Running out of ammo doesn’t leave

you helpless. Guns are heavy, right? ••• You prefer the grace of a rapier to a

gun •••• You could be an Olympic fencer. ••••• When your Mosin runs out of ammo,

that is when they should start running.

Stealth [C]

Stealth represents a character’s ability to avoid

being detected, whether it means pressing yourself

into a dark corner or slipping through a creaky old

house. Stealth is generally an opposed roll, taken

against someone else’s Perception + Alertness, and

is used both to hide yourself and to hide items on

your person or in the environment.

Skill Ratings • You can hide in a dark room •• You manage to keep out of the

streetlights when shadowing someone ••• You’d be a great cat burglar •••• You can move quietly over dry leaves ••••• All you need is an orange box.

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Standard Abilities

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Technology [C, V]

This skill represents a character’s knowledge of

modern technology and associated devices, relative

to the setting. Most modern, urban characters have

at least one dot in this skill; after all, this is the 21st

century – you probably know how a toaster works.

Note that this skill only covers the use of simple

technology, simple repairs, modifications and

maintenance. For complex repair and

manufacturing, see Crafts. For software, see

Computer, and for the strange and esoteric, see

Esoterica, Energy Weapons, and Hypertech.

WSC Specialties*: Telecom, Computers, Security,

Communications, Improvised Solutions, Industrial

Espionage, Electronics, Vehicles, Media Tech

Skill Ratings • You can load a dishwasher. Properly. •• Basic household, IT and automotive

maintenance are manageable ••• You can work almost anything thrown

at you. •••• You can whip up some impressive

improvised gadgets ••••• You can program a VCR

*Note on Versions: In V20, Technology alludes to

the Well-Skilled craftsman rule and required a

specialization be selected[V20 110], however in M20

the Technology skill is not tagged as a Well-Skilled

Crasftsman Skill. A list of WSC Specialties is

provided for Storytellers who wish to use this as a

WSC Skill.

Standard Knowledges

Academics [C, W]

This knowledge represents your overall academic

understanding – Language skills, maths, history,

etc., as well as your area of academic expertise as

per the Well-Skilled Craftsman rule. Even outside

the specialized knowledge, however, this

represents a character’s general competence in

scholastic subjects – A character with 3 dots in

Academics[History] is considered to have

completed at least a certain level of schooling in

addition to their focus.

WSC Specialties: Teaching, Liberal Arts, Specific

field of study(Folklore, Language, History, Politics,

Architecture, etc.)

Skill Ratings • You managed to finish high school •• You can write to an academic standard ••• You could get a paper published in a

respectable journal •••• You could be a tenured professor ••••• You’re a leading authority in your field

Bureaucracy [C]

This skill represents a character’s understanding of

The System, and their ability to navigate and abuse

it. This knowledge is useful for bypassing (or

creating) red tape, ensuring important things are

“misfiled”, and just plain simplifying ordinary life –

Bureaucracy will help you get in and out of the

DMV at record speeds.

Skill Ratings • You keep a daily planner •• You could work for the local council ••• You know who to see for the right

favours •••• You can keep track of an impressive

quantity of paperwork ••••• You make all your friends and relations

file long applications

Computer [C]

This knowledge represents a character’s

understanding of modern computing and

Information Technology. A single dot provides a

character with proficiency in whatever Basic

Computer Use is for the setting of the chronicle,

while higher points represent deeper

understanding of hardware, software, interface,

the internet and IT Culture in difficulty.

Skill Ratings • You know basic computer skills for

your time and place •• You’ve studied programming basics ••• You could build custom software •••• You’re a respected professional ••••• SHODAN was your fault

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Standard Abilities

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Enigmas [C*, X]

This talent represents a character’s ability to think

laterally and solve complex riddles, esoteric secrets

and philosophical problems. Effectively, this is a

character’s problem solving and philosophy

knowledge.

Skill Ratings • You know basic computer skills for

your time and place •• You’ve studied programming basics ••• You could build custom software •••• You’re a respected professional ••••• SHODAN was your fault

*Werwolf: The Apocalypse: Fera use the Enigmas

Knowledge when meditating to regain Gnosis in a

Caern, Node or Wellspring. As such, this Knowledge

is marked as [C], but is only core for Shape-

Changing Supernaturals and certain spirit folk such

as Fomori and Drones.

Linguistics [C*]

This talent represents a character’s mastery of

languages beyond their native tongue, as well as

understanding of language structure. A character

with high Linguistics can improvise languages they

don’t know, and often knows many languages

themselves. In addition, each dot in Linguistics

allows the character to learn a new language

(though this of course must be justified – Just

because you take the third dot in Linguistics,

doesn’t mean you can take a course on German

and come out knowing Japanese as well!

Skill Ratings • You know one extra language •• You know two extra languages ••• You know Four extra languages •••• You know Eight extra languages ••••• You know Sixteen extra languages!

*Core Ability: In the standard World of Darkness

North American setting, Linguistics is far less useful

as a skill – In a place where English is ubiquitous

and almost nobody speaks solely another language,

it is easy to write off Linguistics as unimportant.

However, if running a game set in Europe or Asia,

other languages become more important. Many

regions of Europe in particular have multiple ethnic

groups that may not speak the common language.

Occult [C]

This knowledge represents a working

comprehension of the World of Darkness as most

people understand it – This knowledge can be

misleading or outright wrong. Three dots or higher

in this knowledge are required to actually sort truth

from falsehood, but this ability still gives a decent

overview of mystic practices, philosophies, lore,

history and supernatural culture.

Skill Ratings • You read Tarot Cards sometimes •• You’ve read some horror novels and

pseudoscientific nonsense that had a grim ring of truth to it

••• You’ve got some first-hand experience with the world of Shadows, if fleeting

•••• You know various legends about monsters, their purported strengths and weaknesses

••••• You’ve gazed into the Abyss – And it gazed back.

Science [C, W, X]

This knowledge represents a character’s

understanding of scientific principles, history and

applications. The Well-Skilled craftsman rule

applies, and a character must take a specific field in

which their knowledge is applied. In the modern

world, most people should have at least one dot in

science, assuming a first-world education. Mages

may use specialized Science Fields as Foci.

WSC Specialties: Aeronautics, Astronomy, Biology,

Biopsychology, Psychology, Chemistry, Electronics,

Engineering, Forensics, Genetics, Geology,

Psychopharmacology, Hypermathematics, etc.

Skill Ratings • You’ve got a high school education and

understand the basic principles of your field

•• You possess a more advanced science education and understand major paradigms and theories

••• You could work in a think tank •••• Your papers are frequently seen in

respectable journals ••••• One of the leading minds of your time,

your research will shape the world.

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Specialist Abilities

The following abilities are those “Specialized”

abilities, possessed by only select humans or

supernaturals. Very few individuals have more than

a couple of these abilities – A Cashier may have

Haggling, but is not likely to have Diplomacy or

Boat Handling.

Specialist Talents

Carousing [X]

This talent represents a character’s ability to have a

good time. Though this doesn’t immediately imply

drinking and debauchery, it usually is the case. A

character with high carousing can throw one hell of

a party, or just make themselves popular at the

pub.

Skill Ratings • You go drinking on the weekend •• You go out dancing whenever you can ••• You drift from party to party •••• You’ve seen the inside of a few cells ••••• Party Gorilla

Vampire: The Masquerade: Vampires do not eat or

drink; as such they cannot participate in drunken

debauchery. For a Vampire, the Carousing Talent

instead represents their ability to feign such actions

– pretending to eat food and drink beer.

Diplomacy

This talent represents a characters ability to

negotiate and navigate around touchy subjects, as

well as mediate disputes. Unlike Empathy or

Expression, Diplomacy is the subtle art of getting

along with others without overt manipulation or

putting aside your own goals.

Skill Ratings • You can iron out schoolyard disputes •• Friends ask you to help them with

break-ups ••• You would be a great manager or HR

Rep •••• You could be a professional union

negotiator ••••• You could make ISIS chill out a little

Expression [V, W]

The work of poets, musicians and playwrights, the

Expression Talent covers all manner of getting your

point across and understood – From poetry and

song to political discourse and information bytes. A

character with high expression makes for both an

excellent performer and negotiator.

WSC Specialties: Acting, Poetry, Fiction,

Conversation, Social Media, Singing, Preaching,

Tactical Rhetoric, Command, Mimicry, Seduction

Skill Ratings • When you speak, folks notice •• Your passions can captivate others

interest ••• You could be a successful writer •••• Your work is Pulitzer material ••••• 140 Characters to start a riot

Version Differences: Hunter: The Reckoning implies

that Expression also covers visual art; however this

skill is treated separately in 20th Anniversary.

Instruction [P]

This talent represents a character’s knack for

imparting information. Possessed by teachers, sect

leaders or others in educative positions, this skill

allows a character to teach other characters the

Skills and Knowledges they possess, though only to

the level you possess – i.e. you cannot teach

Science 4 if you only possess Science 3. For each

month of instruction, roll Manipulation +

Instruction; the number of successes rolled is the

amount of Experience the pupil may apply towards

the relevant trait. With storyteller’s approval,

certain Talents such as Brawl or Dodge may also be

imparted this way – However, talents such as

Empathy or Alertness must be learned the “hard”

way. The prerequisite of the talent is that a

character must possess skills and knowledge to

share in the first place.

Skill Ratings • You can teach simple concepts in an

interesting and digestible manner •• You can make moderately complex

things straightforward and interesting ••• You can make Calculus sound simple •••• You can explain String Theory to

almost anybody ••••• “Do, or do not. There is no try.”

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Interrogation

This talent represents a characters ability to extract

information from people through trickery, threats

and persistent questioning. It differs from torture in

that it does not involve any actual harm – Just

careful and persistent psychological manipulation.

Skill Ratings • Nosy neighbour •• Bad Cop ••• Talk-show host •••• Investigative Journalist, Detective ••••• You have trouble convincing people

you *didn’t* torture the perp.

Intimidation

You can control others through fear, whether

through force of personality or raw presence.

Maybe you have a way with social cues and cutting

words, showing off your skills, or perhaps you’re

just big, mean and tough.

Skill Ratings • Playground bully •• High School clique leader ••• People tend to call you “Sir” •••• You discourage muggers with a frown ••••• You frighten serial killers with a laugh

Leadership

You have the ability to motivate people through the

force of your personality. Whether you direct by

example, fear, excellent planning or sheer

confidence, you rarely need to deceive people into

following you – Your raw personality is often

enough. This talent is generally paired with

Charisma rather than manipulation, even though it

is focused on controlling people.

Skill Ratings • Head Cheerleader •• The guy at the office that always takes

charge ••• You’d make a pretty decent CEO •••• It’s not hard to make people respect

your authority ••••• Nick Fury

Search

This talent represents a character’s ability to look

for and find something or someone in a small area

where they can concentrate. Unlike Alertness,

which is a measure of a character’s passive

reaction, Search represents a character actively

seeking something or someone in an area they

know (or at least think) it is located.

Skill Ratings • You’re good at finding lost belts •• Tell-tale signs (broken plants) are

apparent to you ••• You always know just where to look •••• Nothing escapes your discerning eye ••••• Hans Landa

Streetwise

This talent represents a characters ability to

assimilate themselves into the local scene, pick up

contraband and gossip and keep themselves out of

the trouble (Most of the time…) Streetwise is also

important for knowing back routes, side streets and

indirect paths across a city – Essential for fleeing

pursuers and evading arrest.

Skill Ratings • Rock Musician •• Suburban drug dealer ••• Gang banger •••• Gang Lieutenant ••••• Gang Lord

Visual Art [W,H]

Also known as Art or Artistic Expression, this talent

reflects your ability with visual artworks – Drawing,

painting, sculpture, 3D Modelling, Web Design, etc.

Given such talents, you can work with your chosen

medium to produce works that get their message

across meaningfully and powerfully, without

needing to resort to length explanation and

analysis. This differs from the Expression talent

above in that it focuses on the visual component,

more than the social component – Where

Expression is more about the spoken and written

word, the nuance of artistic language or

understanding, Visual Art is more focused on

symbolism, artistic design and colour theory.

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WSC Specialties: Painting, Video, Mixed Media,

CGI, Model-Making, Classic Art, Primitive

techniques, visual design, web design, SFX Makeup

Skill Ratings • You did a lot of sketching in math class •• Your friends ask you to do artwork ••• You manage to sell most of your work •••• You’re a renowned artist ••••• Please don’t cut your ear off

Houserule: Throughout the various books,

Expression, Art and Performance have been ill-

defined and often flow into each other in difficult to

reconcile ways. As a solution, I have turned

Expression into a purely social/charismatic talent –

Singing, writing, etc. – with Visual Art serving a

more structured – Drawing, Sculpture, SFX, etc. –

discipline. Performance, as the third aspect, covers

more the captivating side of art otherwise

considered under the umbrella of Expression.

Specialist Skills

Animal Ken

This skill represents a character’s ability to speak

and move in such a way as to gain an animals trust,

as well as their ability to understand animal

behaviour and train them. For characters with the

Animal Companion background, their companion

also starts the game knowing a number of tricks

equal to the character’s starting Animal Ken skill.

Skill Ratings • You can behave around tame animals •• You’ve housebroken a few puppies ••• You could train police attack dogs •••• You can teach complex tricks ••••• You can train wild animals easily

Archery [W]

This skill represents a character’s ability to wield

bows, crossbows and similar archaic projectile

weapons. Unlike firearms, which covers weapons

based on combustion mechanisms and similar

principles, Archery covers the use of tension-based

firing mechanisms and arc-firing. Many modern

bows are much more complex and powerful than

their archaic counterparts.

WSC Specialties: Crossbows, Compound, Longbow,

Repeating Crossbow, Ballistae

Skill Ratings • You were on the Archery Team in high

school •• You go hunting with the bow every

now and again ••• You could have been a medieval

ranger •••• You can usually hit the bullseye ••••• William Tell

Blind Fighting

This skill represents a character’s ability to fight

when unable to see their foes, utilizing their

hearing and special sense to reduce the penalty to

their brawl or melee (but not Firearms) rolls. Each

point in this skill reduces the penalty of performing

actions while blind by one, however it can never be

reduced below its unhindered equivalent. Note that

this does not reflect any ability to see better in the

dark – Rather, a character with Blind Fighting can

judge from sound, intuition and rote how to go

about tasks without visual input.

Skill Ratings • You don’t stub your toe in the dark •• You can pinpoint where sound comes

from ••• You can fight and predict enemy

position at the same time •••• You can almost “feel” where enemies

are ••••• Matt Murdock

Boat Handling

The maritime equivalent to the Drive skill, this

represents your understanding of operating

seaworthy vessels and sailing. A character with this

skill can control a boat or similar aquatic vehicle;

however possessing this skill does not necessarily

mean familiarity with a variety of vessels.

Skill Ratings • You know how to row quite well •• You can navigate a motor boat

properly ••• You understand how to set up and

control a sail •••• You could have been a dread pirate in

the 18th Century ••••• Knight Boat

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Crafts [W, C*]

This skill represents a character’s ability to create

and repair things, pursuing a particular trade. It

reflects proficiency with the necessary concepts

and tools associated with the trade (Which is

chosen as per the Well-Skilled Craftsman rule).

Crafts is quite an overarching skill, as the principles

from one craft can be easily linked to the principles

of another, making it easy for a character to apply

like knowledge towards the other fields.

WSC Specialties: Armor, Gunsmith, Blacksmith,

Carpentry, Tailoring, Automotive, Renovation,

Leatherwork, Electronics, Tailor, Fletcher,

Clockwork, robotics, Demolitions, etc.

Skill Ratings • You have some idea of what you’re

doing – Simple things will work. •• You’re good with general repair, your

work has that “Home-made” charm ••• You do nearly all of your own repairs •••• You’re a known and respected

craftsman ••••• You could probably build a person with

the right equipment.

Disguise

This skill represents a character’s ability to conceal

their appearance, and even make themselves look

like another specific person through the use of

clothes and makeup. Essential for spies or other

criminals in the Post 9-11 world of Cameras and

endless security, Disguise can be instrumental in

protecting the masquerade, getting away with less-

than-legal plans, or just plain breaking the

masquerade without it being pinned on you.

Skill Ratings • You can pull off a convincing blackface •• You can fool people sometimes ••• You can usually pass yourself off as

someone else •••• Your disguises hold up to all but

rigorous scrutiny ••••• AKU! Shapeshifting master of darkness

Escapology

This skill represents a character’s proficiency in

various techniques used to escape bonds and

restraints. Unlike Security, Escapology won’t help a

character pick a lock to break out of a cell – But it

will help them wiggle out of ropes, handcuffs and

even a straitjacket.

Skill Ratings • Children’s Entertainer, you can escape

a badly-tied skipping rope •• You can escape from decently-tied

bonds, scouts beware ••• You can escape from handcuffs and

chains •••• You could escape a straitjacket when

you don’t want to take your medicine ••••• Harry Houdini would be proud

Falconry

Once the sport of Lords and Nobles, Falconry is now

practiced by only a few enthusiasts and renaissance

faire types. Combined with supernatural powers

such as Vampiric Animalism or Life Sphere Magick,

this skill can achieve fantastic feats. Note:

Technically should be covered under Animal Ken,

but I decided it was too cool to leave out.

Skill Ratings • The bird might actually come back •• You can do small displays that impress ••• You could work at the medieval fair •••• Once, Lords would have admired your

great skill in the craft ••••• Once, you could have been the King’s

own Falconer.

Fast-Draw

This skill allows a character to ready a weapon

almost instantly. By making a Dexterity + Fast Draw

roll, a character scoring 3 or more successes can

draw a weapon and have it ready as a free action.

The difficulty is dependent on the holster and

complexity of the weapon.

Skill Ratings • You have pretty good reflexes •• You’re good, but not great ••• You would have survived a wild west

movie •••• You could headline your own act as a

fast-shooter ••••• Who needs Celerity?

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Martial Arts

This skill represents the pursuit of one or more

martial art, making a character’s fighting

techniques more effective than simple punches and

kicks. In game terms, this grants access to a variety

of special combat manoeuvres, detailed in various

books. Martial Arts may also be used as a Focus by

Mage Characters, and also paired with various

supernatural abilities for devastating affect – Kung-

Garou, anyone?

Skill Ratings • You spend weekends getting your ass

kicked by a black belt •• You’re an experienced student ••• You’re devoted to the art, it’s more

than just a hobby for you. •••• You’re an accomplished fighter – you

could win medals. ••••• Shredder

Meditation [X]

This skill represents a character’s ability to enter a

trance-like state at will, focusing their mind inward

and dealing with mental and physical problems

through deep contemplation and body control. A

character can enter such a trance with a successful

meditation roll (Difficulty 7), and every hour may

take a Difficulty 9 Roll to regain one point of

willpower per success, however a botch will result

in a point being lost. Certain supernatural beings

have special uses for Meditation, such as Mages.

Note, however, that Shape-Changers, Possessed

and Kinfolk use Enigmas for their meditation in

order to regain Gnosis, representing a deep

understanding of the Spirit World they are attuning

themselves to.

Skill Ratings • You read a book on it once, man •• You can relieve the stresses of life

through meditation ••• You have studied under a master, and

are beginning to learn incredible things •••• You could run de-stress workshops ••••• You are an island of calm in a hurricane

Performance [H]

The Performance skill governs a character’s ability

to perform more artistic performance endeavours.

It differs from Expression despite sharing a lot of

common ground – A singer may use Expression to

deliver a powerful message, or Performance to

captivate and amaze an audience. Similarly, an

actor may present a deep and meaningful satire of

discourse using Expression, or an impressive

character play with a Performance roll.

WSC Specialties: Dancing, Singing, Rock and Roll,

Acting, Guitar Solos, Drunken Karaoke, Opera,

Howling

Skill Ratings • You could be in the church choir •• You’re a regular on the club circuit,

and you could be Youtube famous ••• You can book a gig most nights; you’ve

probably been offered a contract •••• You could be a regional celebrity,

bordering on national. ••••• Beethoven

Pilot [W,H]

The aerospace equivalent to Drive or Boat

Handling, this skill represents a character’s ability

to operate flying machines. As per the Well-Skilled

Craftsman rule, a character must take a particular

type of vehicle to specialize in, as unlike Boats or

Cars, Air Vehicles often have significantly different

methods of propulsion and ways of traversing the

sky.

WSC Specialties: Gliders, Personal Planes, Personal

VTOL, Jets, Military VTOL, Commercial Planes,

Parachutes, Mass-Transit VTOL

Skill Ratings • You won’t crash, as long as there’s an

experienced co-pilot or the vehicle is simple (Hang Gliders, Parachutes)

•• You can fly simpler vehicles (Hang Gliders, Parachutes) unsupervised, and with a good co-pilot can handle real aircraft.

••• You could fly commercial flights •••• You could be in the Air Force ••••• I am a leaf on the wind

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Psychoanalysis/CBT

This skill represents aptitude at diagnosing and

treating mental ailments such as Derangements

without resorting to the use of behaviour-altering

drugs. During a session of analysis, you may roll

Intelligence + Psychoanalysis (Difficulty of target’s

intelligence + 3). Keep track of your net successes;

the storyteller will decide how many successes are

needed to remove the derangement.

Treating an unwilling patient is more difficulty; the

roll instead is the subject’s willpower + 3. No

amount of Psychoanalysis or Cognitive Behaviour

Therapy can cure a Malkavian’s Initial

derangement, a Virtue 7+ Hunter’s Derangement,

or similar afflictions of Supernatural origin – These

maladies are not caused by deep-seated

psychological issues or cycles of repetitive negative

behaviour, but rather by Arcane means beyond the

scope of conventional psychology

Skill Ratings • You’re a good shoulder to cry on •• You could be a volunteer counsellor ••• You may offer professional counselling •••• You could be a qualified Cognitive

Behavioural Therapist or Psychoanalyst ••••• Hannibal Lector

Research

This skill represents a character’s aptitude at

finding information through conventional research

means. Given enough time and a good library, this

skill allows you to accumulate knowledge on any

topic, so long as that knowledge is available to you

in some form.

Skill Ratings • Undergrad Student •• Grad Student or Research Assistant ••• Professor •••• Researcher ••••• Human Database

Riding

This skill represents the knowledge of how to

saddle, care for and ride some form of animal. In

combination with the Animal Ken skill, a character

proficient in this skill has a good chance of getting

where they want to go without being thrown off,

trampled, and possibly even eaten by a more exotic

steed. Exotic mounts require at least riding 3 to

stay astride; under challenging circumstances a

character may need to roll Dexterity + Riding.

Charisma + Riding helps the rider control and bond

with their mount, while Intelligence + Riding helps a

character know how to take care of it, maintain

riding equipment, and puzzle out another’s riding

techniques.

Skill Ratings • You rode a horse at a tourist ranch •• You’re a practiced equestrian ••• You pass as a professional rider •••• You could be a show jumping champ ••••• Ride the Tiger!

Security (Larceny) [P, H]

This skill represents a character’s familiarity with

security systems, as well as the tools and

techniques associated with criminal activity. Picking

locks, safecracking, hotwiring vehicles and various

forms of breaking and entering all fall under this

skill’s purview. This skill can also be used as a

counter – Applying one’s security knowledge to

devise an unbeatable system, or discern a thief’s

method of entry. Note that some systems will

require pre-requisite skills – Hotwiring a car

requires at least Technology 2, cracking a computer

based lock will require enough points in the

Computer knowledge, arcane or mystical locking

systems that don’t require outright mystical

knowledge may require Occult, Cosmology or

Esoterica in order to outwit.

Skill Ratings • You can pick a simple lock •• You can hot-wire a car ••• You can open a locked window from

outside •••• You can outwit an alarm system ••••• Danny Ocean

Note on Nomenclature: Though all other books

refer to this skill as “Security”, W20 instead refers to

this skill as “Larceny” and includes pickpocketing

and forging under its purview. As a house ruling, I

consider Security to cover the mechanical effects

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above, and treat Pickpocketing as either a Dexterity

+ Stealth or Dexterity + Subterfuge roll, and

similarly place Forgery under the WSC Crafts Skill.

YMMV.

Survival

A combination of learned knowledge and animal

instinct helps you find sources of food, water,

shelter and relative safety. A character probably

find their way through the wilderness or urban

wastelands, puzzling out local hazards long enough

to keep them alive. Very basic survival skills apply

to any situation, though you may require specialties

for particularly harsh environments. Further, a

variant of this skill – Urban Survival – may be taken,

which gives the expertise to live on the streets.

Skill Ratings • A few camping trips with the kids /

Passed out drunk a few times •• You can identify edible berries and

mushrooms / You know where to scavenge the fresher chuckout food

••• You can live off the land, make traps and spot obvious hazards / You can find decent shelter and avoid the more violent dregs of society

•••• You’re happy living months at a time in the wilderness / You can generally find an abandoned place that’s got comfortable amenities

••••• Who needs society? / King of the streets

Torture

This skill represents a proficiency in inflicting pain

and suffering on prisoners and victims, prolonging

their suffering and keeping them alive while still

causing the most pain possible in order to extract

information from them. This skill differs from

Interrogation in that, while Interrogation is mostly

about threat and grandstanding, Torture just skips

to carving folks up.

Skill Ratings • Playground Bully •• Really, really bad cop ••• Fucked-up dominatrix •••• Covert Ops interrogator ••••• High Inquisitor

Specialist Knowledges

City Secrets [G,W]

This knowledge represents a character’s knowledge

of Supernatural power structures within a

particular city. Both the Group and Well-Skilled

Craftsman rules apply to this knowledge. The group

is the city in question (Berlin Secrets, Moscow

Secrets), and the knowledge must be taken entirely

anew for each new city. The Well-Skilled Craftsman

rule applies to the Supernatural Group in question

(Garou, Mage), as knowledge of one group (and its

allies and enemies) can lead to knowledge of the

other factions of the city.

Suggested Groups: (City Name) Secrets; i.e. Berlin Secrets, Perth Secrets, Sydney Secrets, Los Angeles Secrets, London Secrets, Moscow Secrets, etc. WSC Specialties: Garou, Fera, Kindred, Mage, Sabbat, Camarilla, Anarchs, Technocratic, Traditions, Disparates, Pentex, Raveners, Faustians, etc. Examples: Berlin Secrets[Pentex], London Secrets[Garou], Madrid Secrets[Sabbat]

Skill Ratings • You’re a Newcomer who pays

attention •• You’re naïve or inexperienced ••• You have an ear to the ground •••• You’re well-informed ••••• You flit between the political

machinations like a ghost in the machine

Cosmology/Subdimensions (H,X)

Known to most supernatural beings as Cosmology,

many Technomagi instead refer to this field of

learning as Subdimensions. This trait represents a

character’s knowledge of otherworlds beyond the

earthly plane, notably the Umbral Realms, and how

to traverse them, spot hazards, deal with entities

and recognize opportunities and threats as you

encounter them.

Skill Ratings • You’re a student of the mysteries •• You’ve made the occasional voyage ••• You’re an experienced traveller •••• You’re a seasoned explorer ••••• I watched C-Beams glitter in the dark

near the Tannhäuser Gate…

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Houserule: In a game of Mixed Cosmology,

particularly involving Demon: The Fallen,

Storytellers may wish to allow characters that do

not otherwise interact with the Umbra a way to

gain access to it, allowing Demon or Vampire

characters to keep pace with Mages and Shape-

Changers who more easily jump between worlds. As

a house rule we utilize, any Demon Character with

the Lore of Realms and/or Lore of the Spirit that

learns 2 or more dots in Cosmology may begin to

apply those lores to the Umbra and its denizens.

Esoterica [W,X]

Esoterica represents a character’s knowledge of

arcane peculiarities, pseudoscience and new-age

practices. While Occult represents a form of

“cultural” knowledge – Who Alistair Crowley or

Frankenstein was, knowledge of Armenian

Werewolf Legends – Esoterica represents practical

applications of unnatural knowledge, from

Crystalmancy to Yoga and Acupuncture. While

Esoterica does not grant magickal powers to the

mundane, it may still have mundane function.

Further, Esoterica can be used for Mages as their

focus.

WSC Specialties: Yoga, Tantra, Herbalism, Fortune-

Telling, Hypnosis, Astrology, Celestiography,

Demonology, Sacred Geometry, Prophecies,

Omens, T’ai Chi, Alchemy, Symbolism,

Transhumanist Theory, Esoteric Musicology,

Crystalmancy, Voodoo, Tarot, Other Specific Arcane

fields

Skill Ratings • You’ve skimmed some new-age books •• You’ve devoted time and energy to

Esoteric Subjects ••• You’ve spent years building up a

working knowledge of odd subjects •••• You understand the interconnected

patterns of Arcane Disciplines ••••• You’re a wizard, Harry.

Finance

This knowledge represents a character’s

understanding of commerce, economics and trade,

and covers evaluation of an item’s worth as well as

knowledge of exchange rates and the stock market.

Finance is essential for characters who work with

large quantities of money and resources – Or those

that wish to keep such monies hidden from the

proper authorities.

Skill Ratings • You’ve taken some business classes •• You have some practical experience;

your bookkeeping is pretty neat ••• You’d make a fine stock broker •••• You can advise corporations in

financial matters ••••• Syndicate hasn’t got shit on you.

Law

This represents a character’s knowledge of the legal

system and its workings, covering everything from

police procedures to the nuances of local laws,

legislation, rights and criminal punishments.

Skill Ratings • Beat Cop •• Police Sergeant ••• Police Chief •••• Federal Official ••••• Attorney General

Local Area Knowledge [G]

Similar to City Secrets, this knowledge represents

familiar with the mundane aspects of an area –

usually a city – and knowledge about its structure,

history, geography and mundane politics. The

knowledge does not include supernatural affairs –

That is covered under the City Secrets knowledge

above. Likewise, this knowledge denotes a Skill

Group, and knowledge for each city must be taken

as a new skill.

Suggested Groups: Berlin Area Knowledge,

Moscow Area Knowledge, Perth Area Knowledge

Skill Ratings • You read the tour guide – properly. •• You probably lived here a year or two ••• You’ve lived here 5-10 years •••• You’re native born and never left ••••• Inspector Butterman

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Lore/RD Data [G,W,H]

This trait represents knowledge of a particular

Supernatural subset, such as Garou, Vampires,

Mages or Demons. You are familiar with the lore,

strengths and weaknesses, legends and histories.

Unlike the Occult knowledge, much of what you

know is in fact true. This knowledge denotes a

Group, with the group being the Supernatural

Archetype in question (Garou, Vampires, etc.), and

also utilizes the Well-Skilled Craftsman rule to

denote the sect your understanding is drawn from

– Kindred Lore according to the Camarilla is rather

different from the lore espoused by the Sabbat, and

similarly Fera Lore as told by the Gurahl will have

differences as told by the Kitsune. Technocratic

Mages instead refer to this knowledge as Reality

Deviant Data, or RD Data.

Suggested Groups: Fera Lore, Garou Lore, Kindred Lore, Mage Lore, Technocratic Lore, Demon Lore, Pentex Lore, etc. WSC Specialties: [Particular sect], i.e. Bone Gnawers, Camarilla, Black Spiral Dancers, Sabbat, Camarilla, Traditions, Disparates Examples: Kindred Lore[Camarilla], Mage RD

Data[Disparates], Garou Lore[Wendigo], Kindred

Lore[Nodism], etc.

Skill Ratings • You know some speculation and

hearsay •• You know a lot of relevant facts ••• You know what most knowledgeable

individuals know •••• You know what most of the Leaders

know ••••• You know all but the deeply-held

secrets of the sect.

Medicine

This knowledge represents a character’s knowledge

of medicine and surgical practice. While usually

exclusive to university-educated doctors, not all

medicine is constrained by such petty things as

“Formal Training” and “Licencing.” With sufficient

proficiency in Medicine, a character knows how to

diagnose injuries and illnesses, as well as treat

them, however without a ready supply of medical

equipment and medications, other knowledges

such as Science[Chemistry] may be needed to fill in

the gaps.

Skill Ratings • You’ve learned first aid and CPR •• You can treat minor trauma or illness ••• You have proper medical training •••• You have an advanced medical degree ••••• Dr. House

Politics [W]

This knowledge represents familiarity with current

politics, including who is in charge and how they

got there. The well-skilled craftsman rule applies,

and a character should take a specialty either

relating to a particular political ideology

(Communism, Conservative Libertarianism), or a

political part local to their region (Progressive

National Fascist Party, Socialist Isocratic Party). This

knowledge can aid a character in dealing with or

influencing mundane politicians, and combined

with other insights may even offer some

understanding of local Supernatural power

structures.

WSC Specialties: [Particular party], I.e. Republican,

Democrat, Nazi Party, Tory Party, [Ideology] I.e.

Communism, Fascism, Nationalism, Conservativism

Skill Ratings • You’re an activist, you annoy your

friends •• You’re a political science major ••• Campaign manager or talk show host •••• Senator or influential politician ••••• Machiavelli would be proud

Subculture [W]

This knowledge represents insight into a particular

mundane subculture, its behaviours and beliefs,

fashion and media tastes, as well as likely places of

gathering and how to get in the door. Covering

everything from local music scenes to gang culture

or church congregations, this knowledge is

essential to blend in with local groups.

WSC Specialties: Goth, Hipster, Metalheads,

yuppies, Catholic Youths, [Local group], i.e. Russian

Mafia, Yakuza, KKK, Westside Rollerz

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Specialist Abilities

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Skill Ratings • You hang out with the local pot dealer •• You’re a regular at a local gang’s

watering hole ••• You’re a member of a local gang •••• You know what it means to be a

member of the local gang ••••• Tyler Durden

Redactions & Changes

Since the 1.0 version of this document, we have

played several games and been through various

rules. As a result, we’ve come to the conclusion

that certain abilities available in the previous

version of this document were unnecessary, while

others that were previously culled were required

either to prevent certain skills being “Overloaded”

or to preserve the mechanical integrity of certain

game lines. Below is a summary of the redactions

and changes between this and version 1.0

Categories Changed

The Lucid Dreaming skill has been moved to the

Supernatural Category. The Supernatural Category

has been streamlined into one category, with

annotation as to what archetypes each trait is

available to, in order to make it clearer for traits

that are nominally associated with one archetype

but can be shared in certain circumstances – e.g.

Energy Weapons, Jetpack.

Added Traits

Expression, which in the previous version was an

overloaded talent covering all forms of artistic

pursuit, has been broken into its original three

component parts. This was done both to make it fit

a better thematic – Singing and Painting, it was felt,

are not close enough in practice to use the Well-

Skilled Craftsman approach – and to preserve

mechanical integrity, notably of Vampire and

Werewolf that treat Expression and Performance as

separate skills and use both in rather specific forms

as part of Disciplines and Gifts.

Culled Traits

Mimicry and Seduction have been culled, and

should be considered instead as Specialties of

Expression. Mimicry could also be considered for

use as a specialty of Performance.

Fishing has been culled and is considered a function

of the Survival Skill.

Cryptography has been culled and should be

considered a Specialty of either Science or

Academics.

Poisons has been culled and should instead be

considered a specialty of Crafts or Science

Lore(Sect) and Lore(Archetype) has been

condensed into one Lore Knowledge and Skill group

using the Well-Skilled Craftsman rule, where the

Archetype is the group and the Sect or subgroup

serves as Specialty, i.e. Garou Lore and Wyrm Lore

would become Garou Lore[Wyrm]. This also allows

for characters to have lore more specific to their

origin – Rather than just Wyrm Lore, a character

can take Garou Lore[Wyrm], representing the

Garou’s lore of the Wyrm, or Hengeyokai

Lore[Wyrm] to represent the Beast Courts of Asia’s

take on the lore.

Altered Traits

Archery now applies the Well-Skilled Craftsman

rule, similar to Firearms. Suggested specialties

include Crossbows, Compound Bows, Repeating

Crossbows and Ballistae.

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Index: General Abilities

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Index: General Abilities

STANDARD TALENTS.......................... 6 Alertness [C] ................................................................. 6 Athletics [C] .................................................................. 6 (Arcane) Awareness [C] ................................................ 6 Brawl [C] ....................................................................... 6 Dodge [C] ...................................................................... 6 Empathy [C] .................................................................. 7 Intuition [C] .................................................................. 7 Subterfuge [C] .............................................................. 7 STANDARD SKILLS ............................. 7 Drive [C] ....................................................................... 7 Etiquette [V] ................................................................. 7 Firearms [C, W] ............................................................. 8 Investigation [C] ........................................................... 8 Melee [C] ...................................................................... 8 Stealth [C] ..................................................................... 8 Technology [C, V] .......................................................... 9 STANDARD KNOWLEDGES ................ 9 Academics [C, W] .......................................................... 9 Bureaucracy [C] ............................................................ 9 Computer [C] ................................................................ 9 Enigmas [C*, X] ........................................................... 10 Linguistics [C*] ............................................................ 10 Occult [C] .................................................................... 10 Science [C, W, X] ......................................................... 10 SPECIALIST TALENTS ....................... 11 Carousing [X] .............................................................. 11 Diplomacy .................................................................. 11 Expression [V, W] ....................................................... 11 Instruction [P] ............................................................. 11 Interrogation .............................................................. 12 Intimidation ................................................................ 12 Leadership .................................................................. 12 Search......................................................................... 12 Streetwise .................................................................. 12 Visual Art [W,H] .......................................................... 12 SPECIALIST SKILLS ........................... 13 Animal Ken ................................................................. 13 Archery [W] ................................................................ 13 Blind Fighting .............................................................. 13 Boat Handling ............................................................. 13 Crafts [W, C*] ............................................................. 14 Disguise ...................................................................... 14 Escapology .................................................................. 14 Falconry ...................................................................... 14 Fast-Draw ................................................................... 14 Martial Arts ................................................................ 15 Meditation [X] ............................................................ 15 Performance [H] ......................................................... 15 Pilot [W,H] .................................................................. 15 Psychoanalysis/CBT .................................................... 16

Research ..................................................................... 16 Riding .......................................................................... 16 Security (Larceny) [P, H] .............................................. 16 Survival ....................................................................... 17 Torture ........................................................................ 17 SPECIALIST KNOWLEDGES ............. 17 City Secrets [G,W] ....................................................... 17 Cosmology/Subdimensions (H,X) ................................ 17 Esoterica [W,X] ........................................................... 18 Finance ....................................................................... 18 Law ............................................................................. 18 Local Area Knowledge [G] ........................................... 18 Lore/RD Data [G,W,H] ................................................. 19 Medicine ..................................................................... 19 Politics [W] ................................................................. 19 Subculture [W] ............................................................ 19 REDACTIONS & CHANGES ............... 20 Categories Changed .................................................... 20 Added Traits ............................................................... 20 Culled Traits ................................................................ 20 Altered Traits .............................................................. 20

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Appendix: Supernatural Abilities

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Appendix: Supernatural

Abilities

The following chapter is an appendix of Abilities

associated with Supernatural Creatures, as well as

those that can be learned by mundane humans but

simply aren’t normal. While most of these abilities

cover core Supernatural Abilities or the strange

knowledges of Mages and Technomancers, some

apply to knowledge a mundane character may

learn from a Supernatural Being that cares to teach.

Supernatural Talents

Blatancy [M]

This talent represents a Mage character’s ability to,

through theatrical flair, audience appraisal or raw

audacity, disguise blatant acts of magic by

disguising them as falsehoods – Pretending as if

they’re magic Tricks, film special effects or other

such “Believable” unrealities.

Skill Ratings • No seriously, we’re making a video •• It took me years to learn that trick… ••• All the explanations are on our website •••• You could fool Mythbusters ••••• Nothing to see here, move along.

Do [M,P]

Not a mere martial art, Do is a devotion and way of

life mostly unique to the Mages of the Akashic

Brotherhood. A specialized martial arts reflected by

a unique collection of combat maneuvers and

Magickal techniques, Do requires a highly

disciplined state of being – Diet, philosophy,

meditation, internal and external reflection, and a

refined sense of one’s place in the cosmos all

characterize the study of Do. A character who does

not pursue each element of that study cannot

master Do.

In game terms, Do is more a way of being than a

learned skill – A character cannot just “learn Do.” It

requires the aforementioned state of being and

mind, and can only be learned from an Akashic

Mage – An optional rule suggests making the talent

Akashic Exclusive, at the storyteller’s discretion. A

starting character may begin the game with no

more than two dots in Do; all other dots must come

through in-game experience. Further, a character

must have 2 dots of abilities related to Limbs Other

than Dharmarmukti for each dot in do – Before

another dot can be learned, the character must

meet the preresequite (i.e. 2 dots for the 1st dot, 4

dots for the 2nd, etc.)

Eight limbs of Do: Dharmamukti (Combat): Alertness, Athletics, Do Dhyana (Meditation): Awareness, Enigmas, Meditation Jivahasta: Life: Esoterica[Bodywork, Herbalism, Yoga], Medicine, Survival Karma (Place in Cosmos): Art(all kinds), Crafts(non-martial only), Etiquette Prajna (Ethics): Academics[Philosophy], Belief Systems, Cosmology Shastamarga (Weapons): Academics[Strategy], Crafts[Weapon-related], Melee Sunyakaya (Body): Meditation, Stealth, Subterfuge Tricanmarga (Struggle): Acrobatics, Athletics,

Esoterica[Body Control, Yoga]

Skill Ratings • Insect (Ant, Grasshopper, roach, etc.) •• Crawler(Lizard, Snake, Toad, etc.) ••• Four-Footed (Horse, Dog, Cat, etc.) •••• Bipedal (Monkey, Bear, Ape, etc.) ••••• True Humanity, Master of the Way

Key

In addition to the standard key found in the

Overview, several other denominations are

added to categorize these abnormal abilities.

[M] – Mage/Technomancer Archetype

[K] – Kindred (Vampire) Archetype

[S] – Shapechanger (Garou, Fera) Archetype

[D] – Demon Archetype

[I] – Imbued (Hunter) Archetype

[T] – Though this trait is centred on a particular

archetype, others may learn it. I.e. the Energy

Weapons skill for Mages may be taught to Non-

Mages, allowing them to effectively use certain

applicable Enchanted Devices created by a

Technomancer.

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Flight [M,S,T,K,C]

This talent represents a Shape-Changer or other

creature’s ability to fly, using the natural aptitude

of a bestial form. Used by Shape-Shifting Mages,

Corax and other winged Fera, as well as Gangrel

and other Shape-Changing Supernaturals, this

talent is available to any creature with the ability to

fly without Technological Means. Note that this

talent is a Core Talent to Corax and Camazotz.

Skill Ratings • You fell out of a tree once and didn’t

die •• Awkward Angel ••• Quidditch Player •••• Winged Avenger ••••• Wind-Dancer

Lucid Dreaming [M,T*,H]

This talent reflects a character’s control of their

internal mindscape and dreamlands, and their

ability to assert themselves and shift the tone of

their dream, change locations, confront nightmares

head-on or even construct dreams of their own

choosing.

In game terms, this Talent allows you to manipulate

your surroundings in a dream (Perception + LD,

Difficulty 6), Shape new structures (Difficulty 8), or

take complete control over that dream and your

place in it (Difficulty 9). This talent can also direct

conscious meditations (Difficulties 5, 7, and 8

respectively), which can be used to gain insights,

unravel riddles and achieve a state of calm or

resolution. If meditating or dreaming on a

particular enigma, Lucid Dreaming may be used in

place of an Enigmas roll.

Skill Ratings • You’re aware of your dreams, and

remember those that you wish •• You can try to dream a certain dream ••• You have some control over your

dreams •••• You know how to influence and read

dreams as aspects of the inners self ••••• Inception

House Rule: As a House Rule, Non-Mage Characters

may utilize this talent. Storytellers may limit its

utility against Psychic Invaders however.

Malkavian Time [K]

An ability unique to Malkavian Vampires, this

represents a Lunatic’s ability to tap into the

Madness Network and filter out the cacophony of

deranged voices. Generally, a Storyteller should

make the rolls for this talent for the player one

week before an important gathering. With one

success, the lunatic will receive an impulse to

immediately head to a specific locale, but only as

the meeting is already starting. Three grants a night

or two of warning, and a general idea of the

meeting’s purpose, Five give a full week’s warning

and clear visions of the meetings purpose. Six

become a hazard to the Lunatic’s health, risking

shadows of Elder’s derangements this deep in.

Lunatics may also make a Difficulty 9

Wits+Malkavian Time roll, each success allowing

the Malkavian to send two words to a fellow

Malkavian within the city. Lunatics with 3 or more

dots in this talent may also hear Clanmates’ death

screams in the same city area.

Skill Ratings • It’s surprising you make the meetings •• You get the occasional call ••• You hear the odd echo, not for you… •••• When a Clanmate dies, you feel it ••••• You know what is needed.

Primal-Urge [S,C]

This talent represents a Shape-Changer’s

connection to their bestial nature. This

understanding makes transitioning between forms

easier, and can help a Shape-Changer instinctively

recognize Supernatural Activity, though rarely

beyond hairs standing on end or a chill down the

spine – For more specific detection, one needs the

Awareness Talent.

Skill Ratings • A pup, the urge is there but not honed •• Your instincts often keep you safe ••• You know when something strange is

going on •••• The Wolf guides you, and is seldom

wrong ••••• You have a most intimate

understanding of what it means to be of Gaia’s Chosen

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Supernatural Skills

Biotech [M, T]

This skill represents an understanding of the

connections between Organic and Mechanical

experience, and where they interface. Biotech gives

your character hands-on experience with

Cybernetic Technology. Appropriate Science and

Hypertech knowledges, along with Sphere Magick,

are required to invent and install such technology,

however this skill represents practical application

to back that up.

Non-Mages might learn this skill in order to

maintain and use Biotech Enhancements added to

them by Mage allies and benefactors.

Skill Ratings • You might be able to make simple

repairs •• You can design and install small

machines and make basic repairs ••• Your skill is honed by Study, field work

and lab experimentation •••• You can create, install and maintain

radical designs and major overhauls, and can employ almost any biotech device or procedure in your field.

••••• I’m Iron Man.

Energy Weapons [M,T,W]

This skill represents understanding and ability to

use and maintain Energy Weapons, from the

steampunk artworks of the Etherite Rayguns to the

Chrome-Plated High-Tech Plasma Guns crafted by

Technocratic Scientists. Any grunt can use a

powder-and-slug weapon, but it takes specially

trained personnel to operate such advanced

weaponry.

This skill covers the basic understanding of Energy

Weapon technology – Being able to turn it on, point

it in the right direction, not get blown up – and all

the essential skills involved in handling and

maintenance of such equipment. This skill can be

taken by non-awakened characters – They cannot

make the weapons, nor understand the intricacies

of their functions, but they can point, aim, fire and

reload. A character should define the form of

Energy Weapon they are specialized in, as per the

Well-Skilled Craftsman rule and similar to Firearms.

WSC Specialties: Laser, Plasma, Sonic, Tesla,

Raygun, Transdimensional, etc.

Skill Ratings • Imperial Stormtrooper •• You can usually hit the target ••• Tecchnocratic Field Operative •••• Brotherhood of Steel Paladin ••••• Han shot first

Hypertech [M, P]

The awakened counterpart to the Technology skill,

this skill represents understanding and proficiency

in the advanced principles employed by the

Technocracy, Virtual Adepts, Sons of Ether and

other Technomancers. These advanced

technologies, such as Trinary Computing,

Extradimensional Travel or Nanotech are within

your understanding.

At ranks 1 or 2, the Technomancer can only

understand principles that conform to their

Paradigm; An Iteration-X Macrotechnician cannot

understand an Ethrite’s Ethric Transmutation

Device. At rank 3 or higher, a Technomancer can

decipher the odd perversions of scientific “truth”

behind such alien devices, and thus use or modify

them. A successful Hypertech roll may allow a

Technomancer to employ a tool or device that

would not usually work for them due to their

paradigm.

Prerequisite: The Hypertech rating cannot exceed a

character’s Technology Skill. Rating.

Skill Ratings • You understand the basics of

Alternative Sciences •• You have a good comprehension of

your paradigm’s Hypertech ••• You can wrap your head around the

technological perversions of other groups

•••• You are proficient with the technologies of your foes and rivals

••••• Few technologies elude your Command

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Jetpack [M,T]

This skill represents the ability to control body-

mounted flying gadgets. As with other such tech

abilities, success depends a lot on the character’s

familiarity – or lack thereof – with the technology in

question. A Void Engineer Space Marine would find

an Etherite’s Aetherpack extremely alien and

difficult to use, and likewise a Virtual Adept would

likely be confused by an Iterator’s Ion Pack.

Skill Ratings • ABORT ABORT •• You can fall at high speed in the

direction you want to go (usually) ••• Experienced and in control •••• Aerial Combat isn’t complete terror ••••• To infinity – AND BEYOND

Supernatural Knowledges

Belief Systems [M,D]

This skill represents your knowledge of what people

believe, how they believe it, why they believe it,

and where people hold such beliefs. As a trait, this

knowledge covers general ideological, religious and

philosophical beliefs throughout the modern world,

and how these matters apply to crafting

coincidental magick. This knowledge also allows a

Mage to appeal to local traditions, cultivate good

impressions or shift beliefs in their favour. For a

more mundane form of this Knowledge, see Politics

and Subculture. This knowledge is also of great

benefit to Demons, who study the world’s

Religions, enhancing their ability to reap faith, as

well as helping in the influencing and garnering of

followers.

Skill Ratings • You’ve gleaned some stuff from

Wikipedia binges •• You have a decent understanding of

current religious and cultural beliefs ••• You’ve got a deep comprehension of

worldwide dominant belief systems •••• You’re a noted authority on

comparative religions and political philosophies

••••• You could give L. Ron Hubbard a run for his money.

(Gaian) Rituals [S,T*,H]

Rituals are an important part of Werewolf life.

Ritual behaviour helps a werewolf control the rage

within. This knowedge lets a character know about

traditions, mysteries and ceremonies of the Garou,

including how to participate in common rites and

how to behave properly towards elders and

leaders. Some Werewolf rituals are more than

formalized behaviour: They call upon ancient spirit

magics to powerful effect. A character cannot learn

a Rite of a higher rank than their Rituals rating.

Skill Ratings • You’ve watched a number of rites

closely. •• You know how to carry yourself at

tribal moots ••• Other tribes invite you to attend their

moots •••• Even Black Spiral Dancers know and

respect your knowledge ••••• You’ve quested into the Umbra to

develop new rites. *House Rules: Though this knowledge is intended for Shape-Changers, Storytellers may elect to allow other characters to learn this Knowledge in order to use the parts on Shape-Changer etiquette. Storytellers may also allow Spirit and Prime mages of sufficient power to use this knowledge and aid in Gaian Rites. Note on Nomenclature: Renamed to Gaian Rituals, to more clearly distinguish it when Cosmology-Mixing as a Shapechanger-Associated trait.

Redactions and Changes

As with the Standard and Specialist abilities, several

traits in this section have been revised for this

version of the Document.

Modifications

Energy Weapons has been updated along with

Archery to match Firearms in its behaviour, and is

now a Well-Skilled Craftsman skill.

Additions

Lucid Dreaming has been added, and removed from

the Specialist Abilities.

Gaian Rituals has been added, an oversight caused

it to be omitted from the previous book.

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Index: Supernatural Abilities

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Index: Supernatural Abilities

SUPERNATURAL TALENTS 22

Blatancy [M] ............................................................... 22

Do [M,P] ..................................................................... 22

Flight [M,S,T,K,C] ........................................................ 23

Lucid Dreaming [M,T*,H] ............................................ 23

Malkavian Time [K] ..................................................... 23

Primal-Urge [S,C] ........................................................ 23

SUPERNATURAL SKILLS 24

Biotech [M, T] ............................................................. 24

Energy Weapons [M,T,W] ........................................... 24

Hypertech [M, P] ........................................................ 24

Jetpack [M,T] .............................................................. 25

SUPERNATURAL KNOWLEDGES 25

Belief Systems [M,D] .................................................. 25

(Gaian) Rituals [S,T*,H] ............................................... 25

REDACTIONS AND CHANGES 25

Modifications ............................................................. 25

Additions .................................................................... 25

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Master Index

27 | P a g e

Talents Skills Knowledges

CORE TALENTS Pg. CORE SKILLS Pg. CORE KNOWLEDGES Pg.

Alertness [C] 6 Drive [C] 7 Academics [C,W] 9 Athletics [C] 6 Firearms [C,W] 8 Bureaucracy [C] 9 (Arcane) Awareness [C] 6 Investigation[C] 8 Computer [C] 9 Brawl [C] 6 Melee [C] 8 Enigmas [C,X] 10 Dodge [C] 6 Stealth [C] 8 Linguistics [C] 10 Empathy [C] 7 Technology [C] 9 Occult [C] 10 Intuition [C] 7 Crafts [W,C] 14 Science [C,W,X] 10 Subterfuge [C] 7 †Gaian Rituals [S,T] 25 †Flight [M,S,T,K,C] 23 †Primal-Urge [S,C] 23

Auxiliary Talents Auxiliary Skills Auxiliary Knowledges

†Blatancy [M] 22 Animal Ken 13 †Belief Systems[M,D] 25 Carousing [X] 11 Archery 13 City Secrets [G,W] 17 †Do[M,P] 22 †Biotech [M,T] 24 Cosmology/Subdim. [X] 17 Diplomacy 11 Blind Fighting 13 Esoterica [X] 18 Expression [W] 11 Boat Handling 13 Finance 18 Instruction [P] 11 Disguise 14 Law 18 Interrogation 12 Escapology 14 Local Area Knowledge [G] 18 Intimidation 12 Etiquette 7 Lore/RD Date [G,W] 19 Leadership 12 †Energy Weapons[M,T,W] 24 Medicine 19 †Lucid Dreaming[M,T] 23 Falconry 14 Politics[W] 19 †Malkavian Time[K] 23 Fast-Draw 14 Subculture[W] 19

Search 12 †Hypertech[M,P] 24 † - Denotes a Supernatural Ability [C] – Denotes a Core Ability [W] – Denotes an ability that

utilizes the Well Skilled Craftsman rule.

[G] – Denotes a group of Skills that are separate but similar

[X] – Denotes an ability that behaves differently for some supernatural creatures.

[P] – Denotes an ability with a Prerequisite

Streetwise 12 †Jetpack[M,T] 25

Visual Art [W] 12 Martial Arts 15

[M] – Denotes Mage-Specific Abilities

[K] – Denotes Kindred (Vampire)-Specific Abilities

[S] – Denotes Shapechanger (Garou, Fera)-specific abilities

[D] – Denotes Demon-Specific Abilities

[T] – Indicates specific abilities that can still be obtained by outsiders.

Meditation[X] 15

Performance 15

Pilot[W] 15

Psychoanalysis/CBT 16

Research 16

Riding 16

Security (Larceny) [P] 16

Survival 17

Torture 17

Credits & Contact

To White Wolf and Onyx Path publishing, for creating World of Darkness, WoD 20th Anniversary, and

everything in between – Without which, I’d probably be wasting my time on something far more antisocial.

To my players, for putting up with all my shit and helping me reconcile the rules for mixed cosmology games.

Title Font is BrushGrunge byMax Infield.

This document is a compilation & resource, intended for use with the World of Darkness 20th Anniversary

Edition like of Pen & Paper RPG’s, I claim no ownership or rights to the content herein.

You can contact me via my email: [email protected]