Abilities
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The standard rules for the ability scores is after picking primary secondary and tertiary, then the player gets to spend 13, 9, 5.

We have found that this rule is very limiting on the characters and does not create a character of realistic abilities. We tested this by creating our selves in the World of Darkness. So we came up with this little rule. It does give the characters a little more power but in order to use this rule the players must use the complete ability list (which is included in this section).

Instead of getting the standard 13, 9, 5 for abilities, the characters will get 30, 20, 10. But the following list must be used. Some of the abilities may be over ruled for a character to have by the Storyteller (i.e. a mage with Primal-Urge, unless maybe a Dream Speaker).

Some of the abilities are broken up into subcategories, i.e. science is composed of botany, biology, physics, etc. When a character with just science tries to use the ability, their difficulty is raised by 2. Linguistics must be taken for each language instead of a dot is for a different language.

Talents Skills Knowledge

Acting

Acrobatics %

Accounting %

Animal Empathy

Animal Ken @

Alchemy %

Alertness @$

Animal Training %

Anthropology %

Artistic Expression %

Archery #%

Archaeology %

Athletics @$

Artillery %

Architecture %

Awareness $

Blacksmith %

Area Knowledge #%

Blatancy

Blind fighting %

Art History %

Brawl @$

Brewing %

Astrology %

Carousing %

Bribery %

Astronomy %

Diplomacy %

Camouflage %

Biology %

Dodge @$

Carpentry %

Camarilla Lore %

Empathy @

Climbing %

Chantry Politics

Expression @$

Construction

Chemistry %

Fortunetelling %

Cooking %

City Secrets %

Haggling %

Crafts

Clan Knowledge %

Instruction #%

Dancing %

Computer @$

Interrogation %

Debate %

Computer Hacking %

Intimidation @$

Demolitions #%

Cosmology $

Intrigue %

Disguise #%

Criminology %

Intuition $

Do

Cryptography %

Masquerade %

Drive @$

Culture $

Mimicry #%

Escapology #%

Economics %

Panhandling %

Etiquette @$

Enigmas @$

Poetic Expression %

Falconry %

Electronics %

Primal-Urge @

Fast Draw #%

Engineering %

Public Speaking %

Fast Talk %

Faerie Lore %

Scan %

Firearms @$

Finance

Scrounging %

First Aid %

Forensics %

Search %

Fishing %

Geology %

Seduction %

Forgery %

Heraldry %

Sense Deception %

Gambling %

Herbalism #

Streetwise @$

Game Playing %

History %

Style %

Gunsmithing %

Investigation @$

Subterfuge @$

Heavy Weapons %

Kindred Lore %

Swimming #%

Herbalism %

Law @$

Throwing %

High Ritual

Linguistics @$

Trick

Hunting %

Literature %

Writing

Hypnotism #%

Lupine Lore %

Ventriloquism #%

Jeweler %

Mage Lore %

 

Journalism %

Mathematics %

 

Kailindo #

Medicine @$

 

Leadership @$

Metallurgy %

 

Leather working %

Meteorology %

 

Lip reading %

Military Science %

 

Lockpicking %

Naturalists %

 

Mechanic %

Occult @$

 

Meditation #$%

Physics %

 

Melee @$

Poisons #

 

Misdirection

Politics @

 

Music

Psychology %

 

Parachuting %

Rituals @

 

Performance @

Sabbat Lore %

 

Photography %

Science @$

 

Pickpocket %

Secret Codes

 

Pilot %

Sewer Lore %

 

Police Procedures %

Sign Language #

 

Pottery %

Spirit Lore %

 

Psychoanalysis %

Thanatology

 

Research $%

Theology %

 

Repair @

 Taxidermy

 

Ride %

 Toxicology %

 

Scribing

Wyrm Lore #%

 

Scuba %

 

 

Security

 

 

Singing %

 

 

Slight of Hand %

 

 

Skiing %

 

 

Stealth @$

 

 

Speed-reading %

 

 

Survival @$

 

 

Technology $

 

 

Torture %

 
 

Tracking %

 

 

Traps %

 

@=Werewolf the Apocalypse; #=Werewolf Players Guide; $=Mage the Ascension; %=Vampire Players Guide

 

 

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