Abilities

The list of Abilities has been expanded and standardized; these are the abilities used by all PC’s and NPC’s regardless of magical nature.

Every character starts with 40 skill points, either 8 or 6 Order Abilities, and 8 Favored Abilities of their choosing. Each character must spend 15 of these points among Order or Favored Abilities; every Favored Ability must have one dot. Order Abilities do not have to have any dots in them at character creation.

Some Abilities have different names based on whether they better fit a mystic or technomantic paradigm. The Abilities themselves are essentially the same, they just have different methods for explaining things. Where one of these Abilities is asked for, the other version may be used instead. A character with one version of this Ability is capable of understanding the concepts of the other version, although some details (such as mathematical equations or precise formulas) may require difficult rolls to decipher.

Certain Abilities are merely names for a general class of related skills. These Abilities do not exist independently, but indicate how other skills are related to one other. These Abilities are Academics, Arts, Crafts, Engineering, Lore and Science. When a character takes one of these Abilities, he is selecting a specific skill such as Arts (Dancing) or Engineering (Civil). It is impossible to take a catch-all Ability such as Lore or Science. However, if a skill in a certain class Ability is required, other skills in that class may be attempted instead at +2 difficulty (such as using Crafts (Weaving) to handle a Crafts (Woodworking) roll). If these skills are closely related to the requested skill (such as Science (Biology) instead of Science (Genetics)), then the difficulty is only +1. When a character has multiple skills in a class Ability, use the highest rated one for such a roll.

Players may choose to take Specialties for their Abilities. A Specialty adds one die when the characters perform the appropriate tasks. There is no limit to how many times a character may take Specialties, but no more than three of the same Specialty may be taken (so that a character could have twelve different Specialties, but could not be a Marksman more than three times). Note that this means a normal human who is the absolute top of his field could have 13 dice for some actions. A Specialty in a class Ability applies to all skills in that Ability.

Class Abilities are marked with a *, some examples of specific skills are given in their descriptions. The player is welcome to suggest more skills for his character.

* Academics
This reflects your schooling in a given area of knowledge, such as history, law or philosophy. This Ability rates your character’s degree of understanding of the topic. This can be taken several times for different general subjects, but can be used in a more general sense to reflect overall education.

Skills: Anthropology, History, Law, Mathematics, Politics, Psychology, etc.

Specialties: Best Schools, Excellent Teachers, Research, Unusual Subjects.

Alchemy (Transformations)
Understanding of the physical processes of changing one substance to another, or to change its state, for example turning a solid into a gas. This deals not only with mystical transformations, but those of natural processes. It gives insight into catalyzing agents, what things can become, and what will be needed to make these changes. It also deals with molecular structures and how moving just a few atoms can change the nature of the molecule.

Specialties: Exotics, Gasses, Liquids, Metals, Minerals, Nanoengineering, Philosopher’s Stones. State Change.

Animal Ken
This is the knack of dealing with animals, especially when they are hurt, frightened, or uncertain of you. With it, a person knows how to gain an animal’s trust, and to help train them.

Specialties: Families of Animals, Farm Animals, Feral Animals, Training, Tricks.

* Arts
This rates the level of your talent and training in the visual or creative arts, from drawing to writing to sculpture. This Ability imparts knowledge of the culture and society of a particular art form. In specific form, this helps guide the overall quality of your work.

Skills: Acting, Composing Music, Dancing, Drawing, Painting, Performing Music, Poetry, Writing, etc.

Specialties: Critique, Giants in Field, History, Improvisation, Subtext, Forgery,

Athletics
A measure of fitness, this Ability concentrates on skills requiring balance, coordination and good reflexes. Athletics training can cover skills in various sports activities, tumbling, or being able to maneuver in strange environments.

Specialties: Archery, Acrobatics, Gymnastics, Specific Sports, Throw, Tumbling.

Awareness
This Ability indicates how much your character notices about her surroundings. It’s a measure of knowing what’s there to be seen or felt, covering input from all senses physical and otherwise. Awareness is useful for picking out a face in a crowd, anticipating surprises, picking up scents, or focusing on different levels of reality.

Specialties: On Alert, Primal-Urge, Sharp Ears, Sharp Eyes, Spot Ambush, Track.

Brawl
This skill covers styles of unarmed combat which rely on power rather than speed or precision. Professional boxing, street fighting and wrestling are all examples of this kind of combat. Brawling combat almost always is based on the Strength Attribute. Brawlers may gain access to special combat techniques.

Specialties: Blind Fighting, Boxing, Combinations, Dirty Maneuvers, Multiple Opponents, Wrestling.

Business
The world of business requires understanding of many factors, from negotiating bureaucratic organizations to managing personal finances to keeping a company afloat. This Ability indicates an understanding of the workings of business matters. A person skilled in Business tends to know a people with influence and probably has a fair bit of money.

Specialties: Bureaucracy, Corporate Structure, High Finance, Management, Networking, Personal Finance, Stocks.

Computer
Most people in the world have at least a passing grasp of computers. However, this Ability shows real expertise. A trained computer operator can access all kinds of data, tweak the functionality of his machine, streamline Web searches and probably has some understanding of programming. Hackers and application users alike make extensive use of this skill.

Specialties: Applications, Antique Systems, Data Retrieval, Digital Web, Hacking, Maintenance, Programming.

Consequences (Predictive Analysis)
This Ability gives the character a way of discerning the most likely outcomes of situations based on observed facts. While the means of arriving at these conclusions can be as varied as reading tea leaves or charting behavioral graphs, the end result is the same. Given a set of circumstances, the character can determine how things should come together. Even more, it gives an instinct for what may happen if conditions are altered in some way, and grasp of how the outcome can be swayed. This skill is very useful in predicting how one’s actions will alter future events, or what past events have gone into bringing about a current situation.

Specialties: Avoiding Trouble, People, Political, Reactions, Seeking Trouble, Tactical.

Cosmology (Multidimensional Theory)
The Umbra holds many secrets. The unwary can easily lose their way or their lives, never knowing which set of rules they have broken or the dangers of the next Realm. This Ability reflects not only a knowledge of the structure of the Umbra and its Realms, but how to shape the environment to some degree.

Specialties: Denizens, Etiquette, High, Low, Middle, Weaver, Wyld, Wyrm.

* Crafts
This allows a character to create things with his hands and hard work. Anything that doesn’t require advanced machines to build can fall under the aegis of this skill. Most crafters focus on specific tasks, but this Ability can reflect a basic knowledge of how the work should be done.

Skills: Automobiles, Construction, Weapons, Armor, Clothing, Primitive

Specialties: Artistic Sense, Making Do, Repairs, Working in Haste.

Dodge
This measures the character’s ability to evade harm. Characters skilled in Dodge are also generally agile and can avoid environmental hazards such as falling ruins as well as incoming attacks.

Specialties: Animal Attacks, Armed, Full Dodge, Melee Attacks, Natural Hazards, Ranged Attacks, Unarmed.

Drive
Most people are familiar with the basics of driving. This Ability gives you a detailed understanding of a vehicle’s operation, including performing tricky manuevers, driving at high speeds and engaging in hot pursuit. Drive is used to steer all forms of commercial land vehicles, from cars to motorcycles to trucks.

Specialties: Dangerous Stunts, Heavy Traffic, High Speed, Inclement Weather.

Endurance
This talent describes the capability to endure long-term exposure to severe conditions or heavy exertions. This Ability differs from Resistance in that Endurance sustains a character for long periods of time. This can apply to surviving the noon sun in a desert or running a marathon.

Specialties: Fasting, Holding Breath, Long-Distance Running, Sleep Loss.

Engineering
Engineering rates your comprehension of how to put together machines and structures. The character not only understands how computers, vehicles, robots and other machines are built and operated, but knows the principles that keep bridges from falling and how to design a dam. You can repair, modify and construct devices from your field.

Skills: Biotech, Civil, Computers, Electronic, Mechanical, Telecommunications, Vehicles.

Specialties: Armor, Electricity, Faults, Hypertech, Jury-Rig, Weapons.

Enigmas
Logic problems, intuitive leaps, puzzles and mysteries are all the province of Enigmas. Characters with this Ability know how to link bits of information and hunches into a coherent whole. This allows you to solve conundrums of all kinds, from metaphysical to the material world. Enigmas is equally useful to help create scientific hypotheses about phenomena as well as to solve a murder.

Specialties: Ancient Mysteries, Intuition, Logic Problems, Solving Crimes, Riddles.

Firearms
This Ability covers the operation of ranged weapons and their basic maintenance. Almost any kind of gun can be used with this skill, from personal sidearms to heavy smartguns to vehicle weapons. The character not only knows how to aim properly, but how to take care of the weapon.

Specialties: Blind Fire, Cover Fire, Marksmanship, Multiple Shots, Pistols, Rifles, Trick Shots, Vehicles.

Form of Life
Scientists discuss genetic structures and phylogeny and other such cold distant things. But the true mystic knows that life is more warm, more immediate than this. This skill reflects how well the mystic grasps the principles of lifeforce, how it flows into morphogenic patterns, and what it necessary to alter this force. This skill can be used to help guarantee healthy livestock or to find ways to change a person’s form.

Specialties: Breeding, Health, Predicting Development, Shapechanging.

Investigation
This is the skill of searching for clues and information, whether at a crime scene or in the Digital Web. With Investigation, the character knows the ways to ferret out data, either from speaking to witnesses or working search engines or knowing how to use a card catalog at the library.

Specialties: Analysis, Concealed Objects, Deduction, Digital Web, Hidden in Plain Sight, Interviews, Research, What is Missing.

Larceny
This is the measure of the character’s knowledge of the technical aspects of crime. It gauges the character’s mastery of intrusion, sleight-of-hand, gambling, pickpocketing, con games and other necessary skills for survival outside the law. In modern society, skill with Larceny also means studying security systems and ways around them, as well as how to use little tools to help improve the odds of getting away clean.

Specialties: Electronic Infiltration, Guards, Palm Object, Parlor Tricks, Pick Pockets, Security Procedures, Traps.

Linguistics
The world is smaller than it once was. Most people alive have some familiarity with one of the major languages, English, Chinese, Russian, Spanish or Hindi. However, there is a staggering number of other languages out there. Thanks to the Digital Web and the nature of today’s society, almost everyone alive is now bilingual, and every PC starts with two languages. Linguistics represents further study in the world’s languages. Dialects can generally be understood if you speak the basic language. When encountering a new language, you may roll Linguistics to try to gain a basic translation.

The first dot of Linguistics gives two additional languages. The second gives three more languages, the third gives four more, the fourth gives five more, and the fifth gives six more languages. These dots are cumulative.

Total number of languages known per dot: Linguistics 1, 4 languages. Level 2, 7 languages. Level 3, 11 languages. Level 4, 16 languages. Level 5, 22 languages.

* Lore
This Ability represents how much your character knows of the world behind what she can see or touch. Academics represents study of the mundane world, Lore is study in the rest of the universe. Lore can represent knowledge of the history of the Traditions and Conventions, the rules by which vampires exist, the stories of the Bete, or the entities existing in pandimensional spaces. While characters normally have specific realms of study, the supernatural world is often intertwined, and so it’s possible to glean information into strange creatures with a general Lore roll.

Skills: Angels, Ascension War, Bastet, Bygones, Demons, Garou, Gurhal, Heroes, Monsters, Mystics, Spirits, Technomancers, Vampires, Villains, etc.

Specialties: Abilities, History, Scientific Rationales, Society, Threat Levels, Up-to-Date.

Martial Arts
This fighting Ability covers hand-to-hand styles such as aikido, capoeira, judo, karate, kung fu, tae kwon do, muay thai and more. Martial Arts focuses more on speed and precision than raw power, but it as dangerous as any form of Brawl. Trained martial artists can gain access to a wide array of special combat techniques.

Specialties: Acrobatics, Blind Fighting, Close Quarters, Combinations, Defensive Maneuvers, Multiple Opponents, Offensive Maneuvers, Throws.

Medicine
This Ability details how well your character knows the workings of the human body, as well as how to repair it in case of injury. Medicine also includes an understanding of drugs and their use, along with the diagnosis and treatment of diseases and injuries.

Such knowledge can be used to harm as well as heal. Characters may use Medicine to take advantage of an opponent’s injury, to apply harmful drugs (or helpful drugs in lethal doses) or to encourage a greater degree of illness in a subject due to improper treatment.

Specialties: Emergency, First Aid, Holistic Medicine, Paranormals, Pharmacy, Specialized Fields (Neurology, Oncology, etc)., Surgery.

Melee
A broad term for understanding the proper use of hand-to-hand armed combat and the proper care of weapons. Melee weapons can range from knives to staves to handy chairs or lengths of chain. Experts with melee weapons can use special combat techniques to make themselves even more deadly.

Specialties: Ax, Chain, Club, Improvised Weapon, Knife, Nunchaku, Staff, Sword.

Might
This Ability encompasses physical fitness and feats of focused muscle power. It rates lifting, climbing, jumping and how far something can be thrown. While such tasks are all based in brute strength, Might helps your character better direct his physical power to maximum effect.

Specialties: Breaking Things, Climb, Dead Lift, Holding, Leaping, Throwing.

Mystic Assaults (Offensive Techniques)
There are as many ways to use magic to harm someone as there are willworkers. However, every form of mystic attack has certain common factors. This Ability represents how well your character understands the offensive uses of magic. It can be used to understand how certain damage was cause, the potential results of certain attacks, the weaknesses of various assaults, and what kinds of assaults are common to what supernatural beings.

Specialties: Bete, Defending Against, Forensic Analysis, Mystic, Sphere (Entropy, Forces, Life, etc), Technomantic, Vampires.

Mystic Defenses (Defensive Techniques)
One of the most common uses of magic is to protect oneself or others. This Ability covers these uses, from which mystic wards best repel certain beings to how to set up a proper dispersion field to reduce the effectiveness of willworking. It helps your character to identify the nature of protective magics, the strengths and weaknesses of defenses, and how to circumvent or bolster these protections. It also is used when performing countermagic.

Specialities: Linear Magic, Mystic, Penetrating, Sphere (Correspondance, Mind, Prime, etc.), Spotting Wards, Technomantic.

Nature of Time (Temporal Mechanics)
The character learns the structure of time, how one moment becomes the next, and how to think of time as just another direction. This Ability conveys understanding of temporal phenomena, how actions may affect the course of time, and how to resolve temporal paradoxes. While it is a very young science, it is also one of the oldest forms of mystic exploration.

Specialties: History, Localized Phenomena, Outcomes, Paradoxes, Potential Futures, Slippage.

Occult
The occult encompasses both trendy New Age ideas as well as dark and sinister curses and "black magic." It involves knowledge of the Sleeper view of mystical forces, including voodoo, shamanism, folk magics, the Tarot and other related beliefs. While it is easy for willworkers to dismiss these ideas, the Sleepers have a large impact on the shape of reality, and so it is helpful to understand their superstitions lest the bogeymen peek out from the closet.

Specialties: Ancient Texts, Predictions, Rumors, Supernatural Creatures, Truth.

Pattern Understanding (Underlying Structures)
The one thing all willworkers, mystic or technomantic, can do is view the basic nature of reality, down to the Patterns that shape the world. It is one thing to see at the primal universe, but it is another thing entirely to know just what you are looking at and what it means. While all willworkers have instinctive understandings of Patterns, that does not convey knowledge of how the Patterns do what they do and why reality responds to them the way it does.

This Ability helps the willworker explore the nature of Patterns, how they determine the physical reality most can see, and what happens when a Pattern is changed. It can be used to determine how a Pattern should be altered or how to return one to an original form.

Specialties: Alterations, Common Factors, Differences, Predicting Changes.

Pilot
This Ability imparts skill in piloting airborne, submersible or spacefaring vehicles. Pilot covers not only control, but complicated maneuvering and combat techniques. Handling a craft in an atmosphere is different than vacuum, or under water, but all involve similar basic functions.

Specialities: Air Fighters, Air Bombers, Helicopters, Space Fighters, Space Cruisers, Submersibles.

Rapport
This Ability is used to sense and understand the feelings of others. Rapport is not supernatural; it uses your character’s own understanding of emotions, people and the inner world to get an accurate reading of what others, or himself, are feeling. This is used not only to understand emotions but to find inner peace, or to help others find it themselves. This Ability allows one to meditate.

Specialties: Discern Motivations, Discern Truth, Meditation, Emotional State, Intent, Overcoming Pain.

Probabilities (Chaos Mathematics)
The universe is fraught with potential events, some of which come to pass and others that never do. For every moment there is a nearly infinite number of probabilities, each one leading to more possible events which will lead to more probabilities, and so on into eternity. Even glimpsing this seeming chaos can be more than most minds can handle. It is even more difficult to see the truth that there is an order and structure under it all. How much more difficult, then, to understand what can happen if someone starts changing possibilities and shifting potentials?

This Ability reflects your character’s grasp of the maze of chaos, and how well she can comprehend it all. It helps discern what factors have gone into a specific event, how best to make alterations to probability to get the results you want, or what might happen if you fiddle with probability. Where Probabilities focuses on chance and possibility, where the Consequences Ability deals with about events in future or past that will have basic outcomes.

Specialties: Explaining the Chaos, Influencing Factors, Luck, Quantum Events.

Presence
This is the Ability to lead and intimidate through force of personality. Arts deals with oratory and Socialize covers subtle manipulations, but Presence determines effective, long-term leadership or short-term attempts to impress or coerce. What a character’s Presence stems from varies; he could inspire respect or fear, could appear wise or volatile, or just seem to know what he’s doing. Presence can be used to frighten others, bolster their hopes, or to snap orders that will be followed.

Specialties: Bad-Ass, Clear Vision, First Among Equals, In Crisis, Leadership, Quiet Competence, Threats.

Psyche
Where Rapport deals with understanding emotions, Psyche is about knowing someone’s mind. This Ability reflects how well you can understand someone’s inner logic, comprehend the factors that go into his personality, and how to manipulate another’s thinking. Psyche can be used to delve into hidden secrets or help someone come to terms with painful memories. It can give someone insight into what another person might do in a given situation as well as show what forms of persuasion would have the best effect.

Specialties: Brainwashing, Holistic Therapy, Hypnosis, Memories, Motives, Phobias, Psychoanalysis, What Will He Do?

Resistance
This allows your character to temporarily combat the effects of physical pain, chemicals, disease, or shock. Resistance can be used to shake off dice pool penalties from combat wounds, resist interrogation, or to buy a few seconds to reach an antidote.

Specialties: Ignore Pain, Resist Disease, Resist Drugs, Resist Interrogation.

Rituals
Knowing the proper rituals is an important part of any willworkers’ life, whether it’s a mystic’s chanting by a fire or a technomancer’s calibration of his equipment. Rituals reflects how adept your character is at following established rites according to his beliefs, or even to create new rites to fulfill specific purposes. This is used to explain the nature of a ritual to those who do not understand, to direct others along the steps, or to identify a ritual performed by others. Almost any willworker who values working with others of his kind learns the basics of this Ability.

Specialties: Disparate Paradigms, Guiding Voice, Improvisation, Learning New Things, Religious, Scientific Methods, With Style.

* Science
Beyond an understanding of scientific theory, this Ability measures how well your character can put such knowledge to practical use. Depending on one’s specific skills, this can be used to investigate advanced concepts or to cobble together a pipe bomb out of household chemicals. An important thing to remember about the process of science is that at his root, a scientist is always questioning things. Hidebound authoritarians who insist that a given theory should not be tested or reexamined are not true scientists.

Skills: Astronomy, Biology, Chemistry, Genetics, Physics, etc..

Specialties: Combining Disciplines, Experimentation, Explaining the Unexplainable, State of the Art, Theoretical Work.

Shape of Space (Hypertopography)
This Ability measures your character’s knowledge of the structure of space, the meaning of distances, the underpinnings of place and position. It encompasses many theories of spatial structures, from superstrings to giant rubber sheets to infinite balloons to riding on the back of giant turtles or being nothing more than shadows on a hyperdimensional wall.

Beyond understanding also comes the knowledge of how to alter space. This can cover the apparent compression of distance at high speeds as well as the mysteries of wormholes or dilation of a physical dimension. It can help your character to know when space has been manipulated in a certain area, or what happens when locations are folded onto one another.

Specialties: Distances, Long-Term Effects, Large Distortions, Natural Phenomena, Relative Size, Stabilize.

Shaping Power (Energy Manipulation)
As one willworker was known for saying, "Be careful riding the lightning, or the lightning will ride you." Energy in all its forms is versatile, powerful and potentially dangerous. From knowing how electricity behaves to understanding the problem of sculpting plasma, this Ability reflects how well your character can deal with raw energy. Shaping Power can help you to know how best to protect yourself from energy discharges, how to best direct these to maximum effect, or how to control energy through any means from willworking to machinery. It provides a solid theoretical grounding about how each form of energy should behave in certain circumstances and can be used to identify the properties of new forms of power.

Specialties: Electricity, Exotic, Fire, Gamma Rays, Light, Low-Frequency, Plasma, Potential Uses, Power Sources, X-Rays.

Socialize
This is the ability to sense and understand people’s reactions to social stimuli, to maneuver in social situations and to engage in politics, social climbing and other sorts of subterfuge. Socialize covers blackmail, disguise and similar political tricks, but it is just as useful in making friends or acting diplomatically in tense situations.

Specialties: Conversationalist, Diplomacy, Disguise, Etiquette, Hiding Intent, Lying, Smoothing Things Over, Undercurrents.

Stealth
This covers the capability to avoid notice, move quietly, trail someone and generally evade detection. Stealth does not make your character invisible, but it does help you know how to pass without a trace or to sneak up on people. Stealth rolls are often resisted by another character’s Awareness rolls.

Specialties: Ambush, Camouflage, Covering Tracks, Hiding in Shadows, Sneak, Trail.

Streetwise
This Ability rates a character’s knowledge of, and skill in interacting with, society’s underbelly. This art involves knowing what is needed, who has it and the ways that it can be acquired. Streetwise helps your character fit into an unfamiliar city or country, giving her an understanding of attitudes and customs common in the underworld. It can also help your character to fade into the backdrop of a city, or simply find out where to hide.

Specialties: Black Market, Customs, Fence, Gangs, Information, Knowing Names, Scrounge, Street Trade.

Survival
This Ability is extremely useful to explorers and biologists. It enables your character to subsist in dangerous environments. He knows how to set traps, forage for food and water, build fires, avoid environmental hazards or identify real threats from apparent ones. Survival once applied only to wilderness settings, but now can be used in urban ruins, space, or other worlds.

Specialties: Desert, Extraterrestrial, Forests, Hunting, Jungle, Mountains, Navigation, Shelter, Space, Track, Urban.

Weaving Quintessence (Quantum Mechanics)
There is nothing more basic to the universe than what willworkers call the Prime, the unvarnished levels of Quintessence from whence all things come. Willworkers are the only beings on Earth who can observe or shape this level of reality, but that does not mean they always know what they are doing. This Ability reflects your character’s study of Quintessence, what it is, what it does, and how to weave it in new ways. This conveys understanding of how the primal power flows from place to place, how it becomes Patterns or can be harvested from the same, and happens when changes are made to local Quintessential weaves.

Specialties: Directing Flows, Ley Lines, Quantum Effects, Ramifications, Theory.