Velvet Darkness

Abilities

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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.

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