Post by james on Aug 8, 2007 9:50:27 GMT
SKILLS
Skills are the abilities your character possesses, which can be used within the game to perform certain actions. All skills are given a Skill level, which represents how adept the character is, and this number should be called on all uses of a Skill where other players will need to know the level of use.
The Skill level is equal to the number of times at which the Skill has been purchased, and like Stats skills generally fall in ranks from 1-5. In most cases a higher skill level affects the strength/uses of it per night, however some skills have expanded descriptions where appropriate.
On occasion with a simple skill the referee might state that anyone has a chance at performing the action, whether they possess a relevant skill or not.
Some Skills require the use of certain items i.e. Lockpicking needs lockpicks. When using a Skill, roleplay the action so that others can see what is happening.
Combat Skills are different to other Skills. See the section on Combat for more details.
Animal Handling 1 point Skill
The character has a natural affinity with animals and can tame and train them. This Skill can be used to improve the Security rating of the Characters Homestead
Appraisal 2 point Skill
The character is able to identify and evaluate certain items within a specified area, i.e. antiques, art, jewellery, etc. A referee’s assistance is often required. The character can also identify if an item is a forgery, if their Skill Level is greater than the level of the Forgery. To appraise a second specified area the character must purchase the skill again, and raise it as a separate skill. At level 1 the character can give basic information on the item and price within 25% of actual value. The level of detail improves and the accuracy of any estimate increases by 5 % for each additional level taken
Art 1 point Skill
The character is skilled in a specified art form i.e. painting, photography, sculpture etc. Pieces created are given a level equal to the character’s Skill Level which determines their artistic quality, and hence their value. In Downtime the character can create a piece of art which can be sold to the value of 1 Account Point per level of the Skill. This will take up 1 Personal Downtime Action
Automatic Weaponry 5 point Skill
The character is able to use automatic firearms such as machine guns, sub-machine guns and assault rifles. Automatic weapons can be used in three different ways:-
• 3 round burst - Can fire a 3 round burst at a single target for the standard amount of damage. This uses up 1 of the 8 shots in the gun
• Fully automatic – Empty a full clip at a single target. Target must be held in sight for 5 seconds. This causes twice the usual amount of damage and uses up the entire clip
• Suppressive – Empty a full clip to a room / 180 degree arc. This causes a single point of damage to everyone within the arc / room and uses up the entire clip
Brawl 3 point Skill
The character is an experienced fighter, and knows a few tricks. The character can use fists, feet, head etc to inflict damage on others. Characters who have the Ambidextrous Merit gain no additional benefit when using Brawl. Damage dealt with each strike is as follows
Level 1 - Singles
Level 2 - Singles
Level 3 - Doubles
Level 4 - Doubles
Level 5 - Triple
Data Scan 1 point Skill
The character knows how to find information quickly, when it is hidden amongst trivial data. They can sift through papers, files discs etc and will find a number of pieces of information equal to their Skill Level per minute of searching.
Empathy 2 point Skill
The character is perceptive enough to spot changes in mood, body language and voice patterns. If the Skill Level is greater than the targets WILL, the target must reveal 1 detail in the form of an adjective, regarding their current emotional state, i.e. nervous, impatient etc. Lying is not detected with Empathy, though insincerity is. It takes 1 full minute of observation to use the skill
Explosives 5 point Skill
The character knows how to assemble and defuse most common explosive devices. See the Storyteller for more details on how to use explosives.
First Aid 1 point Skill
The character has knowledge of basic emergency medical techniques. This normally only is of use when assisting mortals. The character cannot heal damage caused by a Vulnerability. Using proper or improvised equipment, they can
1) Halt the dying countdown of a mortal , Enlightened, Were-Kin or other race that has a human physiology
2) Awaken an unconscious character immediately,
3) Restore 1 HP to a character who has a human physiology. The character can only be treated a number of times as the level of the Skill (see the section on Health and Injury)
4) Add their Skill Level to the number of Hit Points recovered per month by someone they are treating
Forgery 3 point Skill
The character can create accurate forgeries in a specified area, i.e. paintings, documents, money etc. The Forgery created has a level equal to the character’s Skill Level, which determines how accurate it is. Unless a character has the Appraisal skill in the same area, they will not spot the forgery. As with Appraisal, characters must purchase this skill again to develop another specified area.
The creation of Forgeries will take up Personal Downtime Actions, and may result in the character gaining Account Points depending upon the forgery specialism taken
Gambling 1 point Skill
The character is a skilled card sharp, gambler etc. A number of times per game, equal to the character’s Skill Level, the player may fix the game by re-rolling the dice, drawing a new hand etc. It represents the character’s knowledge of the odds, and hence is not counted as the character cheating.
Locksmith 2 point Skill
The character can pick locks, padlocks, hot-wire cars etc. This requires the correct equipment, and cannot be used to de-activate alarms or open electronic locks. All locks have a difficulty, the Skill Level must be greater for the lock to be opened.
Lore 1 point Skill
This skill basically covers knowledge of a specific subject, and is usually set against a difficulty set by a referee. Under certain circumstances it may add a bonus to another skill. It can cover any subject, which can be studied, but common topics are:-
Archaeology, Accounting, Automechanics, Architecture, Anthropology, Art History, Astronomy, Astrology, Botany, Biology, Bureaucracy, Business, Computing, Criminology, City Knowledge, Cryptography, Chemistry, Economics, Electronics, Engineering, Forensics, Finance, Geography, Geology, Gunsmithing, Heraldry, History, Linguistics, Law, Lip-reading, Maths, Meteorology, Mechanics, Net-surfing, Occult, Politics, Psychology, Pharmacy, Physics, Sign Language, Theology, Zoology.
The list is by no means limited to those skills listed above, though more specialist Lores will have a higher xp cost or require specific means to acquire the knowledge
Medicine 2 point Skill
The character has knowledge of advanced medical techniques and procedures usually carried out in a hospital. Some uses of this skill will require the correct equipment. The character cannot heal damage caused by a Vulnerability. The skill can :-
1) Halt the dying countdown of a mortal , Enlightened, Were-Kin or other race that has a human physiology
2) Restore 2 HP to a character who has a human physiology. The character can only be treated a number of times as the level of the Skill (see the section on Health and Injury)
3) Revive a dead mortal or ghoul who has died within a number of minutes equal to the character’s Skill Level.
4) Awaken an unconscious character immediately,
5) If treating a recovering mortal, Hit Points are recovered at a rate of PHYS Stat per week.
6) Perform surgery no any character with a mortal physiology
7) Treat a character who has a human physiology who has been affected by drugs, poisons or disease
Melee Weapon 3 point Skill
The character can use melee weapons such as knives, cudgels, swords, fire-axes, sledgehammers and baseball bats. Large Weapons are those over 48 inches in length
Level 1 - Singles with small weapons and Doubles with Large
Level 2 - Doubles with small weapons and Doubles with Large
Level 3 - Doubles with small weapons and Triple with Large
Level 4 - Triple with small weapons and Triple with Large
Level 5 - Triple with small weapons and Quad with Large
Pistol 3 point Skill
The character can use single handed pistols, revolvers and so on. Machine pistols are classified as Automatic weapons and are covered under that Skill.. Each Pistol will hold 8 rounds. Once the character has taken 8 shots the clip is empty. They must have another Pistol Clip phys rep in order to reload. Damage is as follows:-
Level 1 - Single
Level 2 - Double
Level 3 - Double
Level 4 - Triple
Level 5 - Triple
Pickpocket 2 point Skill
The character is a skilled thief and pickpocket. The Skill user may steal any one item from the target, provided it is not concealed using the Stash Skill by spending a number of seconds in physical contact with their target. The character must roleplay stealing the item by bumping into / shaking hands with / frisking their target. They must have physical contact for 6 seconds less their Skill level (ie. Characters with Pickpocket Level 2 must spend 4 seconds in contact with their target
Performance 2 point Skill
The character is skilled in a specified performance art, i.e. Singing, dance, acting, and musicianship. The piece is given a rating equal to the character’s Skill Level. In Downtime the character can perform to gain an income to the value of 1 Account Point per level of the Skill. This will take up 1 Personal Downtime Action
Rifle 4 point Skill
The character can use all types of rifle and shotgun. This skill does not cover any automatic rifles. Rifles (but not shotguns) are effective from long range and can be used for Sniping (see the section on Combat for more details)
Each Rifle will hold 8 rounds. Once the character has taken 8 shots the clip is empty. They must have another Rifle Clip phys rep in order to reload. Damage is as follows:-
Level 1 - Double
Level 2 - Double
Level 3 - Triple
Level 4 - Triple
Level 5 - Quad
Surveillance 2 point Skill
The character knows common surveillance techniques such as tailing someone, staking out buildings etc. The referee will need to adjudicate this Skill, which is most commonly used in Downtime. The character can utilise DAP’s to observe another character to find out what they are up to, or can use Counter-Surveillance measures to hide their own action
Stash 2 point Skill
The character is adept at hiding items either on their person or in a room. If hidden in a room, an item will remain hidden, if the Skill Level is greater or equal to the Security Skill Level of anyone finding it. Items hidden on your person will be hidden if the Stash Skill Level is greater or equal than the Security Skill Level of the character frisking you. Also, Items hidden using Stash cannot be taken with the Pickpocket skill. Items to be stashed must be of a suitable size, i.e. you cannot Stash a rifle on your person.
Security 2 point Skill
The character is trained in security procedures, such as searching people for weapons, or checking rooms or cars for bombs. They also have knowledge of how to install or disable security devices. A referee’s assistance is often required for this Skill. The skill often takes time, a character can quickly scan a room to see if there are any cameras, but to find hidden bugging devices or cameras will take a thorough search of the room
This Skill can also be used to improve the Security Rating of the characters Homestead
Thrown Weapons 3 point Skill
The character can use thrown weapons such as throwing knives and axe, shuriken and darts. All throwing weapons must be checked by the Storyteller prior to use. If the thrown phys rep hits the target then damage is dealt as follows
Level 1 - Singles
Level 2 - Singles
Level 3 - Doubles
Level 4 - Doubles
Level 5 - Triple
Weaponsmith 4 point Skill
The character is a modern craftsman and excels in making weapons and ammunition. Using the Skill, the character can manufacture 1 “clip” of any type of ammunition per level of the Skill per Downtime. Each clip made will take 1 Personal Downtime Action.
Ammunition is classed into Pistol and Rifle Clips. Automatic weapons will use 3 Clips worth of either Pistol or Rifle Ammunition depending upon the type of weapon
The manufacture of specialist ammunition may require the use of other Skills, and will take longer to manufacture. A referee will provide you with details.
The character can also manufacture specialist Melee weapons, such as knives with silver blades. All specialist weapons made have a limited “lifespan” before they will break, need repairing or re-setting in some way. The higher the Skill level, the greater the lifespan of the weapon
Weaponsmith cannot be used to make anything other than ammunition and melee weapons. Weapons including firearms can be modified or re-activated. The skill cannot be used to make explosives, grenades, incendiaries, or other exotic weaponry.
Skills are the abilities your character possesses, which can be used within the game to perform certain actions. All skills are given a Skill level, which represents how adept the character is, and this number should be called on all uses of a Skill where other players will need to know the level of use.
The Skill level is equal to the number of times at which the Skill has been purchased, and like Stats skills generally fall in ranks from 1-5. In most cases a higher skill level affects the strength/uses of it per night, however some skills have expanded descriptions where appropriate.
On occasion with a simple skill the referee might state that anyone has a chance at performing the action, whether they possess a relevant skill or not.
Some Skills require the use of certain items i.e. Lockpicking needs lockpicks. When using a Skill, roleplay the action so that others can see what is happening.
Combat Skills are different to other Skills. See the section on Combat for more details.
Animal Handling 1 point Skill
The character has a natural affinity with animals and can tame and train them. This Skill can be used to improve the Security rating of the Characters Homestead
Appraisal 2 point Skill
The character is able to identify and evaluate certain items within a specified area, i.e. antiques, art, jewellery, etc. A referee’s assistance is often required. The character can also identify if an item is a forgery, if their Skill Level is greater than the level of the Forgery. To appraise a second specified area the character must purchase the skill again, and raise it as a separate skill. At level 1 the character can give basic information on the item and price within 25% of actual value. The level of detail improves and the accuracy of any estimate increases by 5 % for each additional level taken
Art 1 point Skill
The character is skilled in a specified art form i.e. painting, photography, sculpture etc. Pieces created are given a level equal to the character’s Skill Level which determines their artistic quality, and hence their value. In Downtime the character can create a piece of art which can be sold to the value of 1 Account Point per level of the Skill. This will take up 1 Personal Downtime Action
Automatic Weaponry 5 point Skill
The character is able to use automatic firearms such as machine guns, sub-machine guns and assault rifles. Automatic weapons can be used in three different ways:-
• 3 round burst - Can fire a 3 round burst at a single target for the standard amount of damage. This uses up 1 of the 8 shots in the gun
• Fully automatic – Empty a full clip at a single target. Target must be held in sight for 5 seconds. This causes twice the usual amount of damage and uses up the entire clip
• Suppressive – Empty a full clip to a room / 180 degree arc. This causes a single point of damage to everyone within the arc / room and uses up the entire clip
Brawl 3 point Skill
The character is an experienced fighter, and knows a few tricks. The character can use fists, feet, head etc to inflict damage on others. Characters who have the Ambidextrous Merit gain no additional benefit when using Brawl. Damage dealt with each strike is as follows
Level 1 - Singles
Level 2 - Singles
Level 3 - Doubles
Level 4 - Doubles
Level 5 - Triple
Data Scan 1 point Skill
The character knows how to find information quickly, when it is hidden amongst trivial data. They can sift through papers, files discs etc and will find a number of pieces of information equal to their Skill Level per minute of searching.
Empathy 2 point Skill
The character is perceptive enough to spot changes in mood, body language and voice patterns. If the Skill Level is greater than the targets WILL, the target must reveal 1 detail in the form of an adjective, regarding their current emotional state, i.e. nervous, impatient etc. Lying is not detected with Empathy, though insincerity is. It takes 1 full minute of observation to use the skill
Explosives 5 point Skill
The character knows how to assemble and defuse most common explosive devices. See the Storyteller for more details on how to use explosives.
First Aid 1 point Skill
The character has knowledge of basic emergency medical techniques. This normally only is of use when assisting mortals. The character cannot heal damage caused by a Vulnerability. Using proper or improvised equipment, they can
1) Halt the dying countdown of a mortal , Enlightened, Were-Kin or other race that has a human physiology
2) Awaken an unconscious character immediately,
3) Restore 1 HP to a character who has a human physiology. The character can only be treated a number of times as the level of the Skill (see the section on Health and Injury)
4) Add their Skill Level to the number of Hit Points recovered per month by someone they are treating
Forgery 3 point Skill
The character can create accurate forgeries in a specified area, i.e. paintings, documents, money etc. The Forgery created has a level equal to the character’s Skill Level, which determines how accurate it is. Unless a character has the Appraisal skill in the same area, they will not spot the forgery. As with Appraisal, characters must purchase this skill again to develop another specified area.
The creation of Forgeries will take up Personal Downtime Actions, and may result in the character gaining Account Points depending upon the forgery specialism taken
Gambling 1 point Skill
The character is a skilled card sharp, gambler etc. A number of times per game, equal to the character’s Skill Level, the player may fix the game by re-rolling the dice, drawing a new hand etc. It represents the character’s knowledge of the odds, and hence is not counted as the character cheating.
Locksmith 2 point Skill
The character can pick locks, padlocks, hot-wire cars etc. This requires the correct equipment, and cannot be used to de-activate alarms or open electronic locks. All locks have a difficulty, the Skill Level must be greater for the lock to be opened.
Lore 1 point Skill
This skill basically covers knowledge of a specific subject, and is usually set against a difficulty set by a referee. Under certain circumstances it may add a bonus to another skill. It can cover any subject, which can be studied, but common topics are:-
Archaeology, Accounting, Automechanics, Architecture, Anthropology, Art History, Astronomy, Astrology, Botany, Biology, Bureaucracy, Business, Computing, Criminology, City Knowledge, Cryptography, Chemistry, Economics, Electronics, Engineering, Forensics, Finance, Geography, Geology, Gunsmithing, Heraldry, History, Linguistics, Law, Lip-reading, Maths, Meteorology, Mechanics, Net-surfing, Occult, Politics, Psychology, Pharmacy, Physics, Sign Language, Theology, Zoology.
The list is by no means limited to those skills listed above, though more specialist Lores will have a higher xp cost or require specific means to acquire the knowledge
Medicine 2 point Skill
The character has knowledge of advanced medical techniques and procedures usually carried out in a hospital. Some uses of this skill will require the correct equipment. The character cannot heal damage caused by a Vulnerability. The skill can :-
1) Halt the dying countdown of a mortal , Enlightened, Were-Kin or other race that has a human physiology
2) Restore 2 HP to a character who has a human physiology. The character can only be treated a number of times as the level of the Skill (see the section on Health and Injury)
3) Revive a dead mortal or ghoul who has died within a number of minutes equal to the character’s Skill Level.
4) Awaken an unconscious character immediately,
5) If treating a recovering mortal, Hit Points are recovered at a rate of PHYS Stat per week.
6) Perform surgery no any character with a mortal physiology
7) Treat a character who has a human physiology who has been affected by drugs, poisons or disease
Melee Weapon 3 point Skill
The character can use melee weapons such as knives, cudgels, swords, fire-axes, sledgehammers and baseball bats. Large Weapons are those over 48 inches in length
Level 1 - Singles with small weapons and Doubles with Large
Level 2 - Doubles with small weapons and Doubles with Large
Level 3 - Doubles with small weapons and Triple with Large
Level 4 - Triple with small weapons and Triple with Large
Level 5 - Triple with small weapons and Quad with Large
Pistol 3 point Skill
The character can use single handed pistols, revolvers and so on. Machine pistols are classified as Automatic weapons and are covered under that Skill.. Each Pistol will hold 8 rounds. Once the character has taken 8 shots the clip is empty. They must have another Pistol Clip phys rep in order to reload. Damage is as follows:-
Level 1 - Single
Level 2 - Double
Level 3 - Double
Level 4 - Triple
Level 5 - Triple
Pickpocket 2 point Skill
The character is a skilled thief and pickpocket. The Skill user may steal any one item from the target, provided it is not concealed using the Stash Skill by spending a number of seconds in physical contact with their target. The character must roleplay stealing the item by bumping into / shaking hands with / frisking their target. They must have physical contact for 6 seconds less their Skill level (ie. Characters with Pickpocket Level 2 must spend 4 seconds in contact with their target
Performance 2 point Skill
The character is skilled in a specified performance art, i.e. Singing, dance, acting, and musicianship. The piece is given a rating equal to the character’s Skill Level. In Downtime the character can perform to gain an income to the value of 1 Account Point per level of the Skill. This will take up 1 Personal Downtime Action
Rifle 4 point Skill
The character can use all types of rifle and shotgun. This skill does not cover any automatic rifles. Rifles (but not shotguns) are effective from long range and can be used for Sniping (see the section on Combat for more details)
Each Rifle will hold 8 rounds. Once the character has taken 8 shots the clip is empty. They must have another Rifle Clip phys rep in order to reload. Damage is as follows:-
Level 1 - Double
Level 2 - Double
Level 3 - Triple
Level 4 - Triple
Level 5 - Quad
Surveillance 2 point Skill
The character knows common surveillance techniques such as tailing someone, staking out buildings etc. The referee will need to adjudicate this Skill, which is most commonly used in Downtime. The character can utilise DAP’s to observe another character to find out what they are up to, or can use Counter-Surveillance measures to hide their own action
Stash 2 point Skill
The character is adept at hiding items either on their person or in a room. If hidden in a room, an item will remain hidden, if the Skill Level is greater or equal to the Security Skill Level of anyone finding it. Items hidden on your person will be hidden if the Stash Skill Level is greater or equal than the Security Skill Level of the character frisking you. Also, Items hidden using Stash cannot be taken with the Pickpocket skill. Items to be stashed must be of a suitable size, i.e. you cannot Stash a rifle on your person.
Security 2 point Skill
The character is trained in security procedures, such as searching people for weapons, or checking rooms or cars for bombs. They also have knowledge of how to install or disable security devices. A referee’s assistance is often required for this Skill. The skill often takes time, a character can quickly scan a room to see if there are any cameras, but to find hidden bugging devices or cameras will take a thorough search of the room
This Skill can also be used to improve the Security Rating of the characters Homestead
Thrown Weapons 3 point Skill
The character can use thrown weapons such as throwing knives and axe, shuriken and darts. All throwing weapons must be checked by the Storyteller prior to use. If the thrown phys rep hits the target then damage is dealt as follows
Level 1 - Singles
Level 2 - Singles
Level 3 - Doubles
Level 4 - Doubles
Level 5 - Triple
Weaponsmith 4 point Skill
The character is a modern craftsman and excels in making weapons and ammunition. Using the Skill, the character can manufacture 1 “clip” of any type of ammunition per level of the Skill per Downtime. Each clip made will take 1 Personal Downtime Action.
Ammunition is classed into Pistol and Rifle Clips. Automatic weapons will use 3 Clips worth of either Pistol or Rifle Ammunition depending upon the type of weapon
The manufacture of specialist ammunition may require the use of other Skills, and will take longer to manufacture. A referee will provide you with details.
The character can also manufacture specialist Melee weapons, such as knives with silver blades. All specialist weapons made have a limited “lifespan” before they will break, need repairing or re-setting in some way. The higher the Skill level, the greater the lifespan of the weapon
Weaponsmith cannot be used to make anything other than ammunition and melee weapons. Weapons including firearms can be modified or re-activated. The skill cannot be used to make explosives, grenades, incendiaries, or other exotic weaponry.