TALENTS:
Talents are intuitive Abilities. They are almost never learned through
direct training (though a few, like Brawl, are exceptions). It is assumed everyone has some small capacity for each one, whether
you have purchased dots in them or not. Thus, if your character wants to make a stab at using a Talent that he has no dots
in, you can roll a Dice Pool equal to the number of dots your character has in the appropriate Attribute; like most things
in life, there’s no harm in trying to use your Talents thusly.
Alertness:
This Talent indicates your character’s awareness of the world
around her. She is practiced in keeping one ear to the wind and one eye to the sky, even when distracted with other things.
Alertness is a measure of how well your character picks up on subtle details and changes in her environment.
* Novice: You
are more alert to changes than most.
** Practiced: You
are watchful and attentive.
*** Competent: You
are highly vigilant.
**** Expert: You
are truly cautious, rarely letting down your guard.
***** Master: You
are aware of all that goes on around you.
Possessed by: Detectives; Guards; Hunters; Reporters; Thieves; Warriors.
Specialities: Ambushes; Crowds; Danger Sense; Searching; Streets.
Athletics:
Climbing rocky cliffs, leaping chasms or playing brilliant games
of badminton are all Athletics based feats. This Ability describes your character’s general athletic prowess in both
team and individual sports. It assumes a familiarity with the rules and play of the sport in question.
* Novice: You
are first pick for teams at neighbourhood football games.
** Practiced: You
are a regular on school or community athletic teams.
*** Competent: You
are a coach or serious competitor.
**** Expert: You
are a vigorous trainer, a professional or just accomplished.
***** Master: You
are a world-class or Olympic athlete.
Possessed by: Aerobics Instructors; Dancers; Jocks; Marathon Runners; Most Children; Sports Enthusiasts.
Specialities: Acrobatics; Dancing; Mountain Climbing; Swimming; Track and Field; Team Sports.
Brawl:
Brawling is the ability to fight without a weapon, including basic
hand-to-hand manoeuvres such as punching, kicking, grappling, throwing, scratching and biting. Brawling can get quite ruthless,
and sometimes inflict serious damage if done properly. For purposes of roleplay, a character should gain a speciality when
she reaches the Expert Level in Brawl.
* Novice: You
took a course in basic self-defence.
** Practiced: You
could hurt someone.
*** Competent: You
can take someone down quickly without doing permanent harm.
**** Expert: You
are a black-belt or licensed to kill.
***** Master: You
are world-renowned; your hands are registered as lethal weapons.
Possessed by: Bouncers; Cops; Martial Arts; Spies; Thugs; Warriors.
Specialities: Any Martial Arts Style; Boxing; Dirty Fighting; Knights; Wrestling.
Dodge:
Whether your character dives for cover, ducks a punch or sidesteps
an arrow, he knows the best way to avoid injury is not getting hit. Dodge simply describes your character’s ability
to get out of the way of any incoming attacks.
* Novice: You
know what to do if someone screams “Duck!”
** Practiced: You
know when to stay down and safe.
*** Competent: You
are accomplished and experienced at duck and weave.
**** Expert: You
are exceedingly difficult to hit.
***** Master: You
can sidestep bullets.
Possessed by: Bouncers; Criminals; Ghetto Rats; Street Fighters; Warriors.
Specialities: Duck; Dive; Find Cover; Slippery; Sidestep.
Empathy:
Empathy is the ability to pinpoint what others are feeling. Through
an awareness of their facial expressions, body language and tone, your character gains a sense of the other person’s
general attitude, including her emotional state and her motives. With high levels of this Trait, your character can sometimes
tell whether someone is lying or not. Successful use of this talent prior to attempting to Persuade, Intimidate or use Subterfuge
on that same person reduces the difficulty number on the second action by one; failure increases the difficulty number by
one.
* Novice: You
are sensitive and understanding.
** Practiced: You
are aware of the feelings other people are trying to hide.
*** Competent: You
are amazingly insightful into others’ motivation.
**** Expert: You
are especially sensitive to lies and subtle emotions.
***** Master: You
read people like they were open books.
Possessed by: Actors; Con Artists; Mediums; Parents; Pick-Up Artists; Psychologists; Teachers.
Specialities: Desires; Emotions; Fears; Falsehoods; Legacies; Love Connections; Motivations.
Intimidation:
The art of intimidation takes many forms, from subtle threats to
outright physical harm. Choice of method depends on the time, the place and those involved. Characters with this Talent know
how to get what they want from others, when they want it.
* Novice: You
back wimps into corners.
** Practiced: You
win an occasional stare-down.
*** Competent: You
have an unsettling gaze.
**** Expert: You
are an above-average drill sergeant.
***** Master: You
intimidate redcaps.
Possessed by: Businesspeople; Bouncers; Cops; Detectives; Nobles; Warriors.
Specialities: Political; Social; “The Look”; Veiled Threats; Violence.
Kenning:
Kenning is faerie sight, the ability to sense Glamour in whatever
form it takes, be it chimera, a changeling or a freehold. Among other things, this Talent allows a changeling to recognise
a changeling who has slipped into the Mists or who has yet to achieve Chrysalis, sense the relative power of a chimera, and
locate freeholds and trods.
* Novice: Glamour
tickles you, and you can see powerful chimera.
** Practiced: You
can locate freeholds with ease.
*** Competent: You
recognise “sleeping” changelings.
**** Expert: You
can detect even the slightest traces of Glamour.
***** Master: You
are sensitive to Glamour even at great distances.
Possessed by: Certain Powerful Chimera; Psychics; Small Children; Changelings; Some Kinain.
Specialities: Cantrips; Chimera; Changelings; Enchantment; Trods.
Persuasion:
This Trait represents your character’s ability to win others
over to her way of thinking. The method used may involve subtle mental and emotional seduction or even outright begging, pleading
or cajoling. People with high Persuasion ratings tend to be natural leaders and advocates.
* Novice: You
can be convincing through a concentrated effort.
** Practiced: You
pinpoint the hole in another’s position.
*** Competent: A
professional debater, you are always on top of any argument.
**** Expert: You
make others feel guilty for even disagreeing with you.
***** Master: You
say “Jump”, and they say, “How high?”
Possessed by: Businesspeople; Demagogue; Orators; Politicians; Protesters; Visionaries.
Specialities: Emotional Appeal; Fast-Talk; Guilt; Logic; Sympathy; Wordplay.
Streetwise:
The streets can be a major source of information, aid and money,
but their culture and rules of conduct are as complex as the noble courts. The Streetwise Trait indicates how versed your
character is with the local rumour mill, street slang and street etiquette. It represents her savvy when among the less desirable
elements of society, and determines not only ho well she can survive but thrive and fit in among them.
* Novice: You
know who sells what, from drugs to contraband.
** Practiced: You
are accepted as one of the gang.
*** Competent: You
are a mover and shaker, active in street politics.
**** Expert: You
are respected, protected, trusted or feared on the street.
***** Master: You
know what happened, who did it and where they hid their stash.
Possessed by: Bartenders; Bookies; Criminals; Detectives; Gang Members; Homeless People.
Specialities: Fencing Merchandise; Illegal Acquisition; Information; Local Area Knowledge; Gangs.
Subterfuge:
This Trait determines your character’s ability to conceal his
motives and feelings. Moreover, it allows him to decipher the motives of others and use their own plans against them. Subterfuge
is the fine art of lying, deceit and underhanded manipulation. Characters skilled in this Talent know how to call upon their
best theatrics to influence situations and divert the blame without others realising they’ve been manipulated.
* Novice: You
rarely get caught in a lie.
** Practiced: Diversionary
tactics are second nature to you.
*** Competent: You
can cleverly hide the truth without resorting to lies.
**** Expert: You
are capable of complicated plotting and manipulation.
***** Master: You
deceive with impunity.
Possessed by: Casanovas; Compulsive Liars; Con Men; Lawyers; Politicians; Spies.
Specialities: Diversions; Intricate fraud; Little White Lies; Seduction.
Other Talents: Artistic Expression, Carousing, Diplomacy, Fortune-Telling, Instruction, Interrogation, Intrigue, Intuition,
Mimicry, Scrounge, Seduction, Style, Ventriloquism.
SKILLS:
Skills are Abilities that your character has learned through direct
instruction. They require that he have some formal training in the area. If your character wants to attempt a feat involving
a Skill he has no dots rating in, roll a Dice Pool equal to the number of dots your character has in the appropriate Attribute
and increase the difficulty number by one. Your lack of practise and expertise hinders your success.
Crafts:
This Skill imparts knowledge of artisan techniques in such fields
as woodworking, leatherwork, glassblowing or gem cutting. With Crafts, your character can create lasting pieces of art and
functional objects from various materials. The quality of these products depends on the number of Successes achieved on the
roll. A character should specialise when she reaches the Expert Level in this Skill, if she hasn’t already chosen her
field.
* Novice: You
know the basics and can make something that works.
** Practiced: You
can add a personal touch to your creations.
*** Competent: You
are respected among other artisans.
**** Expert: You
create items of lasting and increasing value.
***** Master: You
are a Michelangelo in your field.
Possessed by: Artists; Craftsmen; Designers; Inventors.
Specialities: Carpentry; Leatherworking; Machinery; Pottery; Sculpture; Woodcarving; Sewing.
Drive:
The Drive Skill represents your character’s ability to operate
motor vehicles, though it does not mean that she is familiar with all land vehicles. The ST may raise or lower difficulty
numbers based on your character’s experience with a particular type of vehicle. It also implies that your character
has earned a driver’s licence, although this need not necessarily be the case. At higher levels, you can attempt to
avoid someone who’s tailing you (if you know they’re there), and it allows you to attempt some stunts.
* Novice: You
can drive an automatic automobile.
** Practiced: You
can operate a manual/shift transmission.
*** Competent: You
are a professional trucker or chauffeur.
**** Expert: You
are a race car driver.
***** Master: You
are a professional stunt driver.
Possessed by: Bus Drivers; Chauffeurs; Cops; Drug Runners; Taxi Drivers; Truckers.
Specialities: Curves; Evasion; Speed; Stunts; Sudden Stops; Traffic.
Etiquette:
In social and courtly situations, Etiquette can go a long way toward
keeping your character in the good graces of those around her. It describes how well mannered your character is and how well
she fits in at court, among her peers and at social functions. It is used during such actions as properly addressing a baron,
approaching a redcap without insulting him, and eating with the correct fork at the charity dinner.
* Novice: You
know when to shut up.
** Practiced: You
fit in well most of the time.
*** Competent: You
rarely make a faux-pas.
**** Expert: The
social graces come naturally to you.
***** Master: You
could take tea with High King David in the afternoon and barhop with the redcaps the same evening without missing a
step.
Possessed by: Courtesans; Diplomats; Executives; Idle Rich; Nobles; Dilettantes.
Specialities: Business; High Society; Particular Kith (Eshu, Sidhe, etc.); Seelie or Unseelie Court.
Firearms:
Skill in Firearms means that you have a broad knowledge of all guns,
from a simple .22 to an Ingram Mac-10 submachine gun. It does not include the ability to operate heavy artillery. Firearms
includes the ability to care for and repair guns.
* Novice: Relatively
able, you have had a few lessons.
** Practiced: You
are an amateur enthusiast who practises regularly.
*** Competent: You
win skeet-shooting and target competitions.
**** Expert: You
are a professional, cool and steady.
***** Master: You
are an expert marksman.
Possessed by: Cops; Criminals; Detectives; Gang Members; Hunters.
Specialities: Fast Reload; Machine Guns; Pistols; Quick Draw; Rifles.
Leadership:
This Skill represents your character’s ability to organise
and lead others. It describes to what extent she is a natural-born leader as well as her knack for emitting an aura of authority.
It expresses a combination of natural ability and a command of those qualities most often assigned to leaders: confident,
assertive and decisive.
* Novice: You
can lead small groups.
** Practiced: You
are a dominant, take-charge kind of person.
*** Competent: You
can lead a diverse group.
**** Expert: A
born leader, you attract followers without trying.
***** Master: You
are a leader of nations with a broad level of influence.
Possessed by: Cops; Executives; Gang Leaders; Military Officers; Nobles; Coaches.
Specialities: Commands; Dictatorial; Friendly; Military; Noble; Oration.
Melee:
The ability to fight with a weapon is valuable in the World of Darkness.
Proficiency in this Skill allows your character to use hand-held weapons. Examples of such weapons include knives, sai, saps,
tonfa and swords. While Melee seems archaic in mortal society due to the prevalence of firearms, wielding most chimerical
weaponry requires some expertise in it.
* Novice: You
know the basics, but your trainers can still put you down.
** Practiced: You
have military or knight’s training.
*** Competent: You
can slash and parry with the best of them.
**** Expert: You
make a worthy opponent; trolls are grudgingly impressed.
***** Master: You
are a deadly opponent; dragons live in fear.
Possessed by: Cops; Fencers; Martial Artists; Knights; Nobles; Thugs.
Specialities: Axe; Club; Disarming; Knives; Rapiers; Swords; Quarterstaff; Found Weapon (Frying Pan, Broken Bottle,
etc.)
Performance:
The performance Skill covers a broad range of artistic expression,
from acting to storytelling. It assumes that your character has the basic knowledge necessary and a certain talent in the
field she has chosen. As well as defining your character’s expertise and creative talent, this Skill also represents
her ability to captivate an audience and her stage presence, two relatively nebulous qualities. It assumes some knowledge
of the technical side and the society of your character’s chosen field. Characters who take this Skill should specialise
when they reach Expert level, if not before.
* Novice: An
amateur, you still get a little nervous in the spotlight.
** Practiced: A
natural crowd-pleaser, you can retain an audience’s attention.
*** Competent: You
know how to work an audience.
**** Expert: You
are a world-renowned artist.
***** Master: You
could be the next Elvis, Mozart or Clark Gable.
Possessed by: Actors; Comedians; Mimes; Musicians; Storytellers; Vocalists.
Specialities: Acting; Enchant Audience; Evoke Emotion; Instrument (specify); Storytelling; Voice.
Security:
With the Security Skill, your character has a proficiency with the
tools and techniques required for lock-picking, hot-wiring cars, designing and deactivating burglar alarms, and opening safes.
It can be used to conduct criminal activities or, on the other side of the coin, to prevent and investigate breeches of security.
The more dots your character has in Security, the more sophisticated the systems with which she is familiar.
* Novice: You
can handle simple locksmithing.
** Practiced: You
know how to hot-wire cars.
*** Competent: You
can disable or design effective car alarms.
**** Expert: A
safe-cracker, you can outwit laser security and cameras.
***** Master: Fort
Knox was unbreachable…
Possessed by: Cops; Criminals; Detectives; Locksmiths; Security Specialists.
Specialities: Design; Electronics; Fast; Hot-wiring; Safe-cracking.
Stealth:
Stealth is the ability to sneak about or hide without being noticed.
Certain situational modifiers may be applied by the ST and it is often rolled versus a difficulty number equal to the Perception
rating of the person that isn’t supposed to notice.
* Novice: You
can hide in the dark.
** Practiced: You
can hide in the shadows.
*** Competent: You
can walk silently on carpet.
**** Expert: You
can walk silently on dry leaves.
***** Master: You
can camouflage yourself anywhere.
Possessed by: Assassins; Criminals; Hunters; Reporters; Spies.
Specialities: City; In Crowds; Follow; Hide; Wilderness.
Survival:
This Skill describes your character’s proficiency at surviving
in unfamiliar or dangerous environments. Inherent in it are the abilities to find shelter, scavenge or hunt for food, and
protect oneself from native predators and threats. It also encompasses tracking and finding safe passage through the area.
The character should specialise at four dots in this Trait.
* Novice: A
good boy scout, you can survive a five-mile hike.
** Practiced: You
can use odd materials from the environment.
*** Competent: You
acclimate quickly to your surroundings.
**** Expert: You
are at home in nearly all environments.
***** Master: You
never break a sweat or go hungry.
Possessed by: Explorers; Hunters; Park Rangers; Tribesmen; Warriors.
Specialities: Arctic; City; Forest; Hunting; Jungle; Scavenging; Tracking.
Other Skills: Animal Ken; Archery; Brewing; Climbing; Cooking/Baking; Disguise; Electronics; Escapology; Falconry;
First Aid; Gambling; Hypnotism; Pickpocket; Piloting; Psychoanalysis; Repair; Ride; Sleight-of-Hand; Throwing; Torture; Traps.
KNOWLEDGES:
Academic in nature, the Knowledge Abilities all represent expertise
that your character has acquired through study and training, often having spent years at it. Most of them are considered professional
fields, and more than likely will determine the mortal job held by your changeling. Knowledges are Abilities that require
rigorous application of the mind, not the body. If you have no dots in a Knowledge, you cannot attempt a roll involving
it. The only exception to this might be if the ST determines that the action pertains to trivial information that anyone has
a chance of knowing.
Computer:
Your character understands how to operate and possibly even programme
a computer. At higher levels, this may also include knowledge of designing and building a system, as well as complicated hacking.
Any attempted use of a computer requires that the character have this Knowledge.
* Student: You
can boot up a game.
** College: You
can use word processing programs and link to the Internet.
*** Masters: You
are a competent programmer or software designer.
**** Doctorate: You
are an experienced hacker who knows the ins and outs of most systems.
***** Scholar: You
could probably create artificial intelligence.
Possessed by: Hackers; Office Personnel; Programmers; Students.
Specialities: Graphics; Hacking; Programming; Retrieving Data.
Enigmas:
This Knowledge represents a knack for piecing together and remembering
information vital to many kinds of problem-solving. It assists your character in solving the mysteries created by the ST.
It is essential for divining secret pathways, understanding esoteric knowledge and answering the riddles of mystical guardians.
* Student: You
can complete a jigsaw puzzle.
** College: You
can guess the outcome of any mystery novel.
*** Masters: You
can solve a Rubik’s Cube in an hour.
**** Doctorate: You
find three correct answers to every riddle.
***** Scholar: You
understand the deepest mysteries of life and the universe.
Possessed by: Crossword Devotees; Detectives; Game Players; Mystics; Zen Enthusiasts.
Specialities: Crime Mysteries; Cryptography; Life; Riddles; Verbal; Visual.
Gremayre:
This Knowledge represents the character’s understanding of
faerie magic and lore. It can be used when creating oaths or working enchantments, or even to create new Arts. Gremayre gives
a character essential comprehension into the in-depth workings of all things relating to the Dreaming.
* Student: You
grasp only the most simple concepts of faerie magic.
** College: You
can tell one cantrip from another.
*** Masters: You
understand many of the inner workings of Glamour.
**** Doctorate: You
are well on the way to discovering lost Arts.
***** Scholar: You
know the deepest secrets of the Dreaming.
Possessed by: Scholars; Sorcerers; Changeling Kings and Queens.
Specialities: Oaths; Cantrips; Enchantment; Glamour; The Dreaming.
Investigation:
Whether your character is tracking down a lost relative or investigating
a crime scene, this Knowledge allows her to recognise potential clues and know the procedure for procuring information and
records. It provides the ability to procure evidence, perform forensic analysis and predict crime patterns.
* Student: You
are an amateur detective.
** College: You
are a police officer.
*** Masters: You
are a private detective.
**** Doctorate: You
put Mulder and Scully to shame.
***** Scholar: You
would impress Sherlock Holmes.
Possessed by: Detectives; Insurance Investigators; Intelligence Agents; Reporters.
Specialities: Criminal Psychology; Document Research; Forensics; Serial Killers; Trailing.
Law:
This Trait deals with knowledge of legal rights, jurisprudence and
jargon. A high level in Law does not necessarily mean that the character is certified to practise law. Many criminals and
lay people have learned about the judicial system through self-study or personal experience.
* Student: You
have some practical knowledge, or you watched “Court TV”.
** College: You
studies pre-law, or used to sit in on court.
*** Masters: You
are an established lawyer, or have made serious study.
**** Doctorate: You
could sit on the bench.
***** Scholar: The
next Supreme Court seat could be yours.
Possessed by: Cops; Court Clerks; Criminals; Detectives; Legislators.
Specialities: Kithain Law and Custom; Court; Contract; Criminal; Defence; Divorce; Litigation; Police Procedure;
Prosecution.
Linguistics:
Languages supplemental to your character’s native language
must be purchased through this Knowledge. Each level of Linguistics allows your character to speak another language fluently.
It also gives the character an understanding of general linguistics and the structure of language. With this Ability, your
character can attempt to identify accents or read lips.
* Student: You
speak one additional language.
** College: You
speak two additional languages.
*** Masters: You
speak three additional languages.
**** Doctorate: You
speak four additional languages.
***** Scholar: You
speak five additional languages.
Possessed by: Diplomats; Interpreters; Scholars; World Travellers.
Specialities: Curse Words; Diplomatic; Perfect Accent; Slang; Technical.
Lore:
Every group within the World of Darkness hoards its secrets from
the others. Lore provides for your character’s knowledge of a particular “hidden” subculture or organisation,
such as Kindred, Garou or Mages.
When you purchase Lore for your character, you must name which subculture
that Lore is in. You may purchase Lore as many times as you can afford. For example, Mage Lore and Kindred Lore are considered
two separate Traits, and each type of Lore is treated as its own Knowledge. Likewise, knowing about mages does not necessarily
entitle a character to know about vampires; each Lore type must be bought separately.
Listed below is a sampling of variations from which you can choose
when detailing your Lore Trait. This is not a comprehensive list, and your ST has the final approval on any Lores not mentioned.
Changeling Lore provides your character with specific information and details from changeling history. Dreaming Lore offers
an understanding of the Dreaming, its properties and landscape. General Occult Lore refers to knowledge related directly to
mortal cults, religious practices and mystical beliefs, such as voodoo, black magic and mysticism.
* Student: You
possess dubious and sketchy information.
** College: You
are confident in your knowledge…you think.
*** Masters: You
know some concrete details.
**** Doctorate: You
learned some things that weren’t meant to be known.
***** Scholar: An
expert, you may be considered a liability by the subjects of the Lore.
Possessed by: Mentors; Mystics; Scholars; Spies.
Specialities: Changeling; Dauntain; Dreaming; Garou; General Occult; mages; Wraiths; Vampires.
Medicine:
Medicine is the study of the human body and the various techniques
used to cure its ills. This Knowledge incorporates an understanding of the structure and functions of the body, the uses of
medicine, and the diagnosis and treatment of diseases. Many methods exist for treating patients, including acupuncture, aromatherapy,
homeopathy, chiropractics, medicinal herbalism and standard medical practices. A character may specialise in any of these
fields or assume an overall understanding of many healing methods. Medicine also implies a certain understanding of pharmaceuticals.
* Student: You
can perform first aid and know techniques for stress relief.
** College: You
could work as a paramedic.
*** Masters: A
doctor, you can diagnose and treat.
**** Doctorate: You
are a specialist, such as a surgeon.
***** Scholar: You
have renowned healing abilities.
Possessed by: Doctors; Health Food Fanatics; Hypochondriacs; New Agers; Nurses; Paramedics; Pharmacists.
Specialities: Bedside Manner; Diseases; Emergency; Homeopathy; Neurosurgery; Pharmaceuticals.
Politics:
An understanding of Kithain politics is essential for any changeling
involved in the machinations of court. This Knowledge represents a familiarity with the political structure of the day, including
an understanding of who is in charge and how that person got there. It also relates to mortal politics, and can be extremely
useful when dealing with mortal authorities.
* Student: You
are on the peripheral or a casual observer.
** College: You
are a gossipmonger or a political science major.
*** Masters: You
are an activist or serve in city politics.
**** Doctorate: You
serve as a baronial advisor or have a seat on the Senate.
***** Scholar: You
are a court historian; Machiavelli would be impressed.
Possessed by: Courtesans; Lawyers; Lobbyists; Nobles; Politicians; Protesters.
Specialities: City; Congress; Heraldry; Neighbourhood; Seelie Court; Unseelie Court.
Science:
The Knowledge of Science quantifies your character’s understanding
of the basic sciences: physics, chemistry, botany, biology, geology, astronomy and others. In particular, it defines the useful
application of science to make things. A general expertise in all fields is considered applicable to levels one through three.
Once your character has four dots, she should specialise in a particular field.
* Student: You
can make smoke bombs with a chemistry set.
** College: You
understand the major theories and applications of science.
*** Masters: You
could teach high school science classes.
**** Doctorate: You
might win a Nobel Prize one day.
***** Scholar: You
rival Albert Einstein.
Possessed by: Engineers; Inventors; Pilots; Researchers; Scientists; Technicians.
Specialities: Astronomy; Biology; Chemistry; Engineering; Nuclear Physics; Relativity.
Other Knowledges: Alchemy; Area Knowledge; Art; Astrology; Bureaucracy; Cosmetology; Demolitions; Finance; Genealogy;
Geography; History; Journalism; Literature; Military Science; Philosophy; Poisons; Psychology; Sign Language; Taxidermy; Theatre;
Theology.