Angel

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White Wolf

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ABILITIES
Abilities are possessed by kindred for a number of reasons. They allow them to complete the many tasks they set out to perform in their daily routine. Abilities can be used to accomplish goals attempted by players without having to rely on discipline powers. In addition, some abilities may be used as retests to increase the possibility that the use of a discipline is successful. Keep in mind that the use of abilities can have great influence on the game, and they accomplish a lot. Players are reminded that if a character is Intimidating enough to convince your character to do something, you must perform it in the event that you lose the challenge. Of course willpower may be used defensively against abilities as well as disciplines. A character may not be forced into betraying their Path or Nature merely by the use of an ability. There are limits.

The abilities listed below include appropriate retests concerning disciplines. If you have an ability not specifically listed below (especially Lores, Sciences, Performances, etc ) consult an ST to see if it has any effect on discipline use. The ST will give you a stamped card stating that you may use it. See the LotN:R about matching retests.

Using Abilities
Using an ability does not insure a guaranteed success at the highest available level. Those with a Performance: Singing x3 should make a challenge to determine if (s)he is successful. If a character has an Occult x5, (s)he does not have instant knowledge of everything that is Occult. A challenge is still required.

The failure of the challenge on an ability that creates something (crafts, expression, performance, etc.) does not mean that the result is at level zero. Another test will be performed to see if it qualifies for the next subordinate level. This process will continue until all levels of the ability are tested. If there is no success, it is a terrible botch.

Miscellaneous Information on Abilities

A Willpower may be spent to initiate a challenge that may apply under the above rules, but there is no retest afforded, and the Willpower is spent regardless of success.

Role-playing justification and ST approval is required to purchase any ability above level three.

Remember to choose a focus for generalized abilities such as crafts, performance, science, linguistics, etc.

As per LotN:R, a character may choose one ability that may be raised to level 6, but only one ability may ever be at that level.

Ability may be raised at the rate of one a month, with experience points.

Many abilities require conversational action.

Recreation of Tomes containing Lore and Mystical Rituals require the Instruction ability of at least level three for Lore Tomes and an equal level of Instruction for the level of the Ritual.

Abilities marked as follow require special conditions to learn:

(T) Must be taught by someone who possesses the ability
(C) is clan or creature specific
(S) is organization/sect specific
(ST)Requires ST approval
(F) Requires a focus


Academics (F) - As per LotN:R. Examples of focus include history, theology, journalism, art criticism, etc.

Animal Ken - As per LotN:R with the following addition. In order to have an animal guarding your haven or as any sort of a pet, this ability is required. The idea of having animals bound to you or ghouled should be addressed with an ST and will more then likely require the purchase of a merit. This may be used as a retest involving the Animalism discipline.

Archery - As per DE.

Athletics - As per LotN:R. This is the appropriate retest for spitting.

Awareness - As per LotN:R. Spend a level of Awareness to get a test. The appropriate retest is Occult. The successful use of this ability lasts for a scene.

Blindfighting (T) - As per DE.

Brawl - As per LotN:R. See Dodge for alternate defensive retests. Brawl may not be used as an offensive retest if you are using a weapon.

Bureaucracy - As per LotN except to note that this ability may be used to help increase the effectiveness of influence levels.

Computer - As per LotN:R

Crafts (F) - As per LotN:R. A professional skill such as smithing, carpentry, masonry, etc. It also covers artwork such a painting, sculpting, drawing, etc. This is the appropriate ability to be used to retest Vicissitude powers.

Demolitions - As per DE.

Disguise (ST) - As per PG:2.

Dodge - As per LotN:R. May be used to avoid any attack but not to soak any damage (such Tough enough to take it). You must be aware of the attack to Dodge it.

Drive - As per LotN:R

Empathy - as per LotN:R. This ability requires active observation. This ability may be used as a retest for Dementation.

Enigmas - As per DE

Etiquette - As per LotN:R. This ability can be used to redo any social faux pa.

Expression - As per LotN:R. This is the written version of art. It can easily be confused with Performance in some cases. See an ST for clarification if necessary.

Finance - As per LotN:R except to note that this ability may be used to help increase the effectiveness of influence levels.

Firearms - As per LotN:R. You may only use physical traits to use firearms.

Fortune-Telling - As per PG:2

Hearth Wisdom - As per PG:2

Herbalism - As per PG:2.

History - As per PG:2

Hunting - As per LotN:CG

Instruction - This ability is required to be able to teach disciplines or abilities. The level of Instruction must be equal to the level being taught of any discipline, ability, etc.

Intimidation - as per LotN:R. This ability must be played out to be used. This may be used to retest Dread Gaze. The Dominate discipline uses this ability as a retest.

Investigation - As per LotN:R. Characters may request use of this ability when having difficulty piecing the puzzles to a plot together. This ability may be used to retest with Auspex Powers.

Larceny - As per PG:2

Law - As per LotN:R except that this ability may be used to help increase the effectiveness of influence levels. This ability may be focused to include Kindred law.

Leadership - As per LotN:R. Usable in any test that involves impressing someone with social graces or commanding ability. The Presence discipline uses this as a retest except Dread Gaze, which uses Intimidation.

Linguistics (F) - As per LotN:R. There is no limit on the number of languages you can take.

Lore (F) - As per LotN:R (Hobby/Professional/Expert Ability). This implies knowledge of culture not just facts about a subject. Possession of Lore implies up to date information on the Lore subject often including contacts or allies within the Lore culture. A character may learn up to a level 2 in her Camarilla, Clan, and Kindred Lore before requiring an instructor for further levels.

Malkavian Time (C) - This ability measures the Malkavians attunement to the MMN. Only full-blooded Malkavians may purchase this ability. This is the only ability that can be used with the MMN and is the only retest involving MMN communications, sending and receiving.

Masquerade (ST) - As per First Edition Players Guide book (pg. 61). Vampire only. This ability reflects how skilled a character is at appearing to be mortal; appearing to breathe, creating a heartbeat, pink skin (produced by bringing blood to the surface), sneezing, masking Vampiric tendancies and so on. It may be paired with a Social Attribute (Trait) to determine whether the character passes sucessfully as a mortal among mortals. In terms of testing, this ability cancels a Sniping ability retest.

Medicine - As per LotN:R. This is the ability that allows retests for Obeah and some Vicissitude powers.

Meditation (ST) - As per DE. You may test for as many levels of Meditation as you currently have, up to the number of Willpower spent since the last session, plus one. For each successful test you must sit out of play for 15 minutes. You can only use this ability for regaining Willpower at game.

Melee - As per LotN:R.

Occult - As per LotN:R. This is a fairly general knowledge of the supernatural. This ability is used as a retest for all Thaumaturgy, Obtenebration, Thanatosis, and Necromancy powers.

Performance (F) - As per LotN:R. Melpominee uses this ability as a retest.

Politics - As per LotN:R. except to note that this ability may be used to help increase the effectiveness of influence levels.

Psychology - As per LotN:CG

Repair - As per LotN:R except repair allows you to fix or alter things but not build from ground up. See also Craft.

Ride - As per PG: 2.

Science (F) - As per LotN:R. This represents the amount of book knowledge and practical knowledge of a specified science. Some abilities may be more appropriate as Expert Abilities. See an ST for clarification if needed.

Scrounge - As per LotN:R

Security - As per LotN:R. When using this ability to install security devices on a location, you risk an appropriate Mental Trait and make simple tests (win or tie) equal to the level of the Security ability you currently have. You then add the number of successes to your current number of Mental Traits. That total number is now the difficulty ascribed to penetrating that particular security system by outside sources.

Seneschal - As per tLN (pg. 54). This ability allows you the opportunity to successfully maintain and manage a large household or organization. This includes entertaining guests, keeping the lands and home in repair, managing servants, and in general making certain that everything is in good, working order.

Sniping (ST) - As per LdG (pg. 53). Ghoul only. This is a psychic power/ability that is more of a subconscious assessment of the hallmarks of the vampire. The ghoul enters a social challenge with a target. If the ghoul wins, they may determine wether or not the target is a vampire. The appropriate defensive retest against this is the Masquerade ability.

Stealth - as per LotN:R. This ability may be used as a retest for Obfuscate Powers.

Streetwise - As per LotN:R This includes acts such as petty theft and can increase the effectiveness of influence levels.

Subterfuge - As per LotN:R. This ability may be used to enforce forms of deceit and trickery not limited only to the spoken word. It may also apply to mind games such as to shell games or other con arts. If attempting to discern information through the use of this ability, you must engage the subject in a discussion relating to the topic that is no less then five minutes (as per LotN). [Yes, a discussion includes both sides talking about it] This ability may be used to retest with Chimerstry and Serpentis. Note: Subterfuge cannot be used to defensively retest against Aura Perceptions as it is a Static Challenge.

Survival - As per LotN:R. This ability can be used as a retest with Protean and Fortitude discipline powers if a retest is applicable. For use with Fortitude and soaking damage endurance related traits must be used on the initial challenge.

Theology - As per PG: 2.

Throwing - As per DE.

Torture (ST)- As per LotH.


Ability Specializations

Specializations are achievements of focus obtained through a characters roleplay and sometimes character history in particular abilities. Specializations most often grant the player an additional trait in resolutions of ties when performing tests with the relevant ability. Any specialization must be appropriate to the ability in question and must be developed through roleplay before purchase. Characters must have at least level three in an ability before they may specialize in that ability. All rules on specialization are held the same as the LotN:R. A few examples of ability specializations (though not limited to) are listed below:

• Academics - Anthropology. You have a specialized study and experience in foreign cultures and people.
• Athletics - Acrobatics. You have a specialized study in gym and tumbling exercises.
• Animal Ken - Animal Training. You have a specialized study in training animals to obey.
• Crafts: Weaponsmithing - Potence Reinforcement. Reinforced items are considered to have an additional Heavy Trait and the user of this craft may only reinforce items to her level of Potence as per level of Crafts ability possessed.
• Etiquette - Diplomacy. You have a specialized study in diplomatic affairs and procedures.
• Finance - Accounting. You have a specialized study in doing taxes and overseeing money.
• Medicine - Surgery. You have a specialized study in performing surgical procedures.
• Meditation - New Age. You have a specialized study in modern and "break-through" meditations.
• Occult - Rituals. You have a specialized study in rituals and their components.
• Politics - Debate. You have a specialized study in the fine art of debate and conduct.
• Psychology - Forensics. You have a specialized study in detailing criminal evidence.
• Science - Metallurgy. You have a specialized study in metal structures and components.
• Security - Lock Picking. You have a specialized study in opening locks through non-practical means.
• Streetwise - Urban Legends. You have a specialized study in street myths and rumor. Bloody Mary anyone?
• Throwing - Knives. You have a specialized study in knife handling when hurling them to an intended destination.
• Law - Kindred. You have a specialized study in the legal procedures of Kindred law.


Potence Reinforcement
Potence Reinforcement is considered to be a specialization in the Crafts ability. Once the specialization has been purchased, tests may be made in order to see if the craftsman is able to craft the items. Reinforced items are considered to have an additional Heavy Trait and the user of this craft may only reinforce items to his/her level of Potence as per level of Crafts ability possessed.


Crafts/Expression/Performance Abilities
These Abilities reflect artistic expression and skill. When you use one of these Abilities, you begin at a default level one. If you have more than one level of the skill then you continue to make tests until you loose, or you have a success for each level after the first. If at any point you fail one of these challenges, you stop testing and the level of your work is equivolent to the number of challenges won. You may choose to retest by expending the ability you are testing for like normal. These are static physical challenges with a difficulty of TEN (10) minus your ability level.


Unique Abilities

Unique abilities serve as categories for abilities not normally listed in MET sources. These are abilities that may be more focused to your character concept but are not shown in the normal list of abilities. These abilities should relay a formal study and education of the specific area. All Unique abilities must be approved by the Storyteller Staff in order to define the ability for gameplay purposes. Increasing any of these abilities requires Storyteller approval.

Unique Abilities may include (but are not limited to):
- Antiques. As per PG. This ability allows you knowledge in the fine art of antiquing.
- Cooking. As per PG. This ability allows you the possibility to cook like an Iron Chef.
- Game Playing. As per PG. You can play tabletop games and so forth with the best of them.
- Lip Reading. As per PG. This ability gives you the advantage of reading lips from afar. Normal tests apply of course.
- Seduction. As per PG. You have the mojo and you know how to work it.
- Movies. As per PG. You know that Freddy vs. Jason is an awesome movie and that Crawlers is crap.
- Forgery. As per PG. This ability shows expertise in the area of creating forged documentation.
- Thanatology. As per M:tR. This ability shows expertise in the study of the dead. Looking in a mirror doesn't count.
- Tracking. As per PG. You have the advantage of seeking those who have eluded you.
- Ventriloquism. As per PG. You can make a dummy talk without moving your lips. No comments please.
- Gambling. As per PG. Twenty Grand is on the line and you have the stone cold poker face and three aces in your hand.
- Cryptography. As per PG. This ability shows professionalism in deciphering electronic codes.
- Escapology. As per PG. Harry Houdini who? You know your way around intricate contraptions of holding.
- Hypnotism. As per PG. Look deep into my eyes. You're feeling sleepy.
- Piloting. As per PG. This ability shows professionalism in flying aircrafts.




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