Abilities
Abilities cost 2x the new rating in XP. See the XP
Chart.
A new Ability costs 3 XP.
Where Attributes represent your
character’s innate capabilities, Abilities are that capability refined and
focused. Characters will have a ranking
from 0-5 in their Abilities.
Associated Abilities:
Each Tradition has three Abilities which their training exemplifies, which
may be bought to 6 (at the normal cost of 12 XP). These are listed on each Tradition’s page.
Having an Ability at 6 obviously gives a significant advantage in tests
of that Ability.
Resistance: Commonly,
when resisting an Ability, a character uses the same Ability. For example, if one person tries to impress
another with their Performance (Presence + Performance), the second also uses
Performance (Composure + Performance) to avoid showing emotion. The Abilities reflect not only skill in that
field, but also knowledge of the tricks of the trade, and the wisdom to see
through them. If you’re a good
performer, you’re less likely to be swayed by the performance of somebody else.
Mental
Alertness
Your
Alertness Ability describes how aware your character is of your
surroundings. It makes you more able to
spot a hidden ambush, taste poison in a drink, or pick a particular perfume out
from a crowd.
1 – Novice: You notice the oncoming car when it blows its
horn.
2 – Practiced: You often eavesdrop.
3 – Competent: You keep an eye on things.
4 – Expert: You don’t miss much.
5 – Master: You sense changes in barometric pressure.
Associated Attribute:
Mental: Wits to keep your eyes open for the unusual.
Artistry
This Ability covers the creation of traditional
‘gallery art’ pieces – painting, drawing, photography, sculpture, and the
like. It allows the artist to be as
beautiful and meaningful as he chooses, getting a message across as well as
emotionally moving his audience. Note
that dancing and drama are covered under Performance, while written stories and
poetry fall into Linguistics. Also, any
creation that has a use beyond being art falls under Crafts.
1 – Novice: You can draw recognizable objects and people.
2 – Practiced: Your work is technically proficient.
3 – Competent: You choose styles and colors with an eye
towards your intended meaning.
4 – Expert: Your artworks touch the heart and move the soul.
5 – Master: Your fans would marry you for a napkin sketch.
Associated Attribute:
Mental: Wits to create something moving.
Viewers use Social: Composure if they wish to avoid showing emotion.
Crafts
This Ability lets you handle repairs and
construction projects, anything from assembling a desk to welding steel plates
together. This is a purely utilitarian
skill – making crafts for artistic purposes falls under Artistry, while complex
electronics falls under High-Tech. This
Ability is best for things like plumbing, auto repair, armor, spaceship
construction, etc.
1 – Novice: You can handle the simplest projects.
2 – Practiced: You know little tricks to improve your work.
3 – Competent: You make things others want to buy.
4 – Expert: You amaze people with your work.
5 – Master: Your mastery sets you apart from the mainstream.
Associated Attribute:
Mental: Wits to build something useful and lasting.
Enigmas
Mysteries
are the trade of will-workers. When gut
instincts fail and logic can’t offer a solution, the character with knowledge
of Enigmas sees the solutions and hidden meanings behind such tricks, and get
to the bottom of cryptic clues. To some
degree, Enigmas allows you to ask the STs for help if you get stuck, and get
new clues to move forward. This Ability
can be a good one for new players to take.
1 – Novice: How’d those riddles go in The Hobbit?
2 – Practiced: Towers of
3 – Competent: You can puzzle out the movies of spirits and
madmen.
4 – Expert: You do crosswords in pen – in 10 minutes.
5 – Master: You are
an enigma.
Associated Attribute:
Mental: Intelligence to puzzle out a seemingly random clue.
High-Tech
This
Ability covers the use of whatever is at the cutting edge of human
technology. It depends heavily on the
time period – in 1910, this Ability might cover radio communications, the
telephone, and switchboards. In 1990, it
would primarily cover computer programming.
A Mage without this Ability will find functioning in the modern world
difficult.
1 – Novice: You can use technology like an average consumer.
2 – Practiced: With some help files, some reference manuals
and a little time, you can make minor repairs and tweaks.
3 – Competent: You’re comfortable with messing around inside
the machine.
4 – Expert: You’re familiar with the most cutting-edge
technology, and incorporate it into new projects.
5 – Master: You created
the most recent technology.
Associated Attribute:
Mental: Intelligence.
Note: As
computers get faster, players will inevitably want to use this Ability to do
some hacking. Hacking takes a long time
– on the scale of hours and days, rather than seconds. It takes weeks of research, analysis, seeking
backdoors and security holes. If you
want to be able to crack a password instantly, that’s a magical technique, not
a mental one.
Humanities
This
Ability represents time spent in an academic situation, learning about the
works of the past and developing new ideas.
You should decide on a field of study for your character, for roleplay
purposes. This Ability covers the ‘soft
sciences’ – philosophy, sociology, decision theory, and such. Hard sciences fall under the Science ability,
while the arts will be Artistry or Performance.
1 – Novice: You’ve read all the basic high school books on
your field.
2 – Practiced: Casual intellectual discourse is no problem
for you.
3 – Competent: You could publish a paper in an academic
journal.
4 – Expert: New theories and techniques result from your
studies.
5 – Master: You’re recognized as one of the foremost experts
in your area of study.
Associated Attribute:
Mental: Intelligence to research or present an interesting viewpoint.
Investigation
Whenever
your character investigates a crime scene, searches for concealed weapons,
looks for clues or pursues vague information, the Investigation Ability comes
into play. It’s more than just noticing
a clue, it also involves interpreting that clue along its logical course. While Enigmas will help you get a clue from a
seemingly random puzzle, Investigation helps you use that clue to find what
you’re looking for.
1 – Novice: You’ve read plenty of detective novels.
2 – Practiced: Beat cops and amateur stalkers are your
class.
3 – Competent: Experienced detective work is under your
belt.
4 – Expert: You could profile crimes for a living.
5 – Master: You rival Sherlock Holmes.
Associated Attribute:
Mental: Wits to locate clues.
Medicine
This
Ability gives your character an understanding of the human body, for
constructive, reparative, and destructive purposes. It allows treatment of disease, use of
medical equipment, and even surgery at high levels.
1 – Novice: You know basic first-aid and CPR.
2 – Practiced: You can handle basic trauma and diagnosis.
3 – Competent: General practice is within your range of
skill.
4 – Expert: Surgery, specialties, and the big bucks all
await your practice.
5 – Master: At the cutting edge of medicine, your skills are
in demand throughout the world.
Associated Attribute:
Mental: Intelligence to stabilize patients, diagnose and operate.
Meditation
Through
meditation, a character centers his mind, stills his thoughts and casts off the
cares of the world. Meditation allows
characters to focus their thoughts and concentrate on specific problems or
tasks. If you’re stuck on a problem, an
ST may give you insight on it, if your Meditation is high. Mediation is also often used to avoid the
effects of Mind magic.
1 – Novice: Those gurus on the street sure make it look
easy, right?
2 – Practiced: Meditation helps sometimes when you’re
agitated.
3 – Competent: A staple of your lifestyle, meditation keeps
your mind clear.
4 – Expert: Even under highly adverse conditions, you can
find your center.
5 – Master: You could practice Zen archery unruffled in the
midst of a raging firestorm – with your teeth.
Associated Attribute:
Mental: Resolve to focus your mind and ignore the outside world.
Occult
This
Ability describes your depth of occult knowledge, including mysticism, curses,
magic, folklore, Umbral lore and various other legends of strange creatures and
occurrences in the world. It covers the
beliefs and practices of many hedge wizards, psychics, and cults, but isn’t
much use when it comes to understanding Mages and true magic. Occult knowledge is generally not the method
which True Mages use to conduct their magic – the Occult societies of the world
are a shadow, a reflection of those who witnessed true magic and attempt to
grasp a glimmer of that power. But
understanding those shadows can help flush out those who would hide in them.
1 – Novice: You have some friends who are into the weird
stuff.
2 – Practiced: Curiosity has gotten you into the occult, but
it’s bigger than you imagined.
3 – Competent: Bizarre phenomena haunt your dreams, and you
can place the significance of all manner of symbols and artifacts.
4 – Expert: You’re a true believer, and you can usually weed
out the crap from the valid.
5 – Master: Not much surprises you anymore.
Associated Attribute:
Mental: Intelligence to research and use minor occult rituals and facts.
Science
This
Ability describes your character’s familiarity with the physical sciences, such
as biology, chemistry, physics, and geology.
It describes a broad understanding of why things work, the scientific
method, and how to use science.
Technology and electronics fall under High-Tech.
1 – Novice: You survived high school science.
2 – Practiced: With a broad general picture of science,
you’re familiar with most prominent theories and a few experimental procedures.
3 – Competent: Overseeing or setting up new projects and
experiments is within your capabilities.
4 – Expert: Discovery is your watchword, progress your goal.
5 – Master: You may soon solve science’s greatest mysteries.
Associated Attribute:
Mental: Intelligence to formulate scientific theories, and argue them.
Physical
Athletics
Athletics
goes beyond your natural physical abilities, and adds sport and fitness
training, honing the human body to its physical limit.
1 – Novice: You’re good at watching sports.
2 – Practiced: You played basketball in high school.
3 – Competent: You learn new moves with ease.
4 – Expert: You put most other athletes to shame.
5 – Master: You defy the laws of physics.
Associated Attribute:
Physical: Stamina to go further and faster than anyone else.
Brawl
This
Ability represents your hand-to-hand combat prowess, from clawing and biting to
refined martial arts. It assumes you’re
using no weapon other than your natural body.
1 – Novice: You can throw a jab or poke someone in the eye.
2 – Practiced: You can hold your own when necessary.
3 – Competent: You’ve fought regularly and usually won.
4 – Expert: You could be a contender.
5 – Master: You’ve made fighting into an art.
Associated Attribute:
Attacking uses Physical: Offense.
Blocking uses Physical: Dexterity.
Dodge
Whether it’s a gunshot, a punch, or a magical bolt,
Dodge can help you get the heck out of the way.
This will be one of your primary defensive abilities, especially for a
non-combat character who doesn’t have Brawl or Melee.
1 – Novice: You crouch reflexively, arms over your head.
2 – Practiced: You have taken a self-defense class.
3 – Competent: You dive, bob, and weave with grace.
4 – Expert: You rarely get hit.
5 – Master: You tip your head to avoid the bullet.
Associated Attribute:
Physical: Dexterity to avoid any physical attack, or any magic with a
physical component.
Drive
Although
most characters can drive, it takes the Drive skill to handle a vehicle in
dangerous conditions or heavy traffic.
This represents an innate knowledge of physics and momentum, and how to
use it against your foes. Mages might
also take Drive to represent handling a horse, or even handling a griffin or
other magical beast. Drive also aids in
piloting anything from a sailboat to a helicopter, although you should be sure
to mention your related training to an ST.
1 – Novice: You can drive an automatic transmission.
2 – Practiced: You can drive a stick and handle rush hour
traffic in
3 – Competent: You’re as good as a professional chauffeur.
4 – Expert: You could be a stunt driver.
5 – Master: You and your Porsche share one mind.
Associated Attribute:
Physical: Dexterity to make quick turns and control your vehicle.
Larceny
You’re an
expert at getting your hands on what isn’t yours. This Ability covers all the tricks of an
accomplished thief – pickpocketing, lockpicking, disabling security systems,
and the like. Alternately, a character
might possess this Ability to better defend himself and his possessions from
passing thieves.
1 – Novice: You’ve read a guide on how not to get robbed on
vacation.
2 – Practiced: With the right tools, you can jimmy the lock
on an old car.
3 – Competent: You only need a bobby pin to get past a
decent lock.
4 – Expert: You can instantly separate a man from his
wallet.
5 – Master: A security system is like a toy for you to play
with.
Associated Attribute:
Thievery is Physical: Dexterity.
Your target uses Mental: Wits to remain in possession of his property.
Ranged
Magic is
great, but a good revolver can do wonders, too.
This Ability covers any personal weapon that strikes at range - archery,
thrown items, and firearms. It also
covers the knowledge needed to clean and repair your weapon of choice. The disadvantage of this Ability is that it
is completely useless without a weapon.
And disarming is a valid tactic – the attacker must simply declare he’s
attacking your weapon, and succeed.
1 – Novice: The bullets come out of that end, moving very fast…
2 – Practiced: You spend time at the target range.
3 – Competent: You’ve had to use your skills in a firefight
or two.
4 – Expert: Marksmanship is more than a hobby; even skilled
gunfighters come to you for tips. The
weapon is an extension of your hand.
5 – Master: Your weapon is an extension of your eye. If you can see it, you can hit it.
Associated Attribute:
Physical: Offense to attack. Ranged
cannot be used for defense, and must rely on Dodge.
Stealth
This
Ability determines how well your character can sneak and hide. It applies whether your character is moving
or not, and applies to any time you’re trying not to be seen – hiding in
shadows or bushes, moving silently, and staying unnoticed.
1 – Novice: You can hide behind big things.
2 – Practiced: You sneak like a teenager leaving the house.
3 – Competent: Shadows are friends to you.
4 – Expert: Even dry leaves and branches do not betray your
passing.
5 – Master: Instant Ninja, just add water.
Associated Attribute:
Physical: Dexterity to avoid detection.
Opponents use Wits + Alertness.
Survival
You’ve
learned the little tricks necessary to survive, no matter what. Dangers are everywhere, whether the terrain
is natural or urban. This Ability also
lets you safely find your way – whether it’s getting through a forest, or
moving through abandoned houses. It also
represents a learned will to survive – this Ability is common in prison
escapees and abused wives, who can force themselves to survive even without any
formal training.
1 – Novice: You know enough not to drink stagnant water.
2 – Practiced: A few camping and survival trips are under
your belt.
3 – Competent: You could lead an inexperienced group into
your environment and come out alive.
4 – Expert: You avoid even major discomforts easily with
your skills.
5 – Master: You know your environment inside and out.
Associated Attribute:
Physical: Stamina. Although being
smart is important, you need fortitude to survive.
Weaponry
A melee
weapon is just as lethal as a gun, and won’t jam or need reloading. This Ability covers your character’s
expertise with a variety of bladed and blunt weapons. However, thrown weapons fall under the Ranged
ability, as do bows and guns.
1 – Novice: You know the right way to hold a knife.
2 – Practiced: You’ve had experience with street fighting.
3 – Competent: Sword, axe, club, severed limb – if it’s a
weapon, you can use it.
4 – Expert: Carving up your opponents is just like cutting a
Thanksgiving turkey.
5 – Master: You flick your wrist and heads roll.
Associated Attribute:
Physical: Offense for attacks, Physical: Dexterity to parry. Of course, both uses require you to have a
weapon.
Social
Awareness
Where
Alertness covers physical situations, Awareness measures your sensitivity to
magic and other supernatural events.
It’s an instinctive feeling that something isn’t right – that the
coincidence that just happened wasn’t a coincidence at all. This Ability helps you notice people who are
magically concealed, or sense when someone is scrying on you.
1 – Novice: You sometimes get strange feelings or vibes from
certain places or people.
2 – Practiced: You’ve felt the supernatural all around you,
and you’re sure that there are ‘things out there’.
3 – Competent: When you concentrate, you can feel the ebb
and flow of magic in things.
4 – Expert: The very world around you hums with the power of
the supernatural, and you are keyed to its harmonies.
5 – Master: From the tiniest spell to the grandest spirit,
you’ve seen and sensed them all.
Associated Attribute:
Social: Composure. In order to be
aware of the things around you, you must have a calm mind and heart.
Cosmology
This
Ability is your knowledge of the ways of the spirit worlds. Spirits and Umbral beings are diverse and
strange, and human etiquette will make no impression upon an Umbral Lord. A Mage who wishes to explore the spirit
worlds without this Ability is sure to get lost and misdirected, as Umbral
creatures treat him as little more than a toy.
1 – Novice: You’ve heard that there’s more than just Earth.
2 – Practiced: You know the names of a few Umbral places and
spirits.
3 – Competent: Having visited the Umbra, you’re no stranger
to other worlds or creatures.
4 – Expert: Spirits drop in to chat with you.
5 – Master: Spirits ask you
for advice about the Umbra.
Associated Attribute:
Social: Manipulation to deal fairly with spirits.
Etiquette
You have the knowledge and grace to do the right
thing, impress others, fit in, and generally keep from stepping on people’s
toes. If you make a social mistake (such
as getting someone’s name or position wrong, or looking awkward) you may make a
Challenge with Etiquette to smooth out the problem and keep everyone happy.
1 – Novice: You manage to stay out of people’s way.
2 – Practiced: You know some of the lingo and don’t insult
anyone.
3 – Competent: You impress others with your ability to
blend.
4 – Expert: You’re the epitome of tactfulness.
5 – Master: You’d make others feel like oafs in your shadow,
but you’re too smooth to let someone feel that bad around you.
Associated Attribute:
Social: Manipulation to cover up for yourself. If someone doesn’t want to let it drop, they
resist with Mental: Resolve.
Influence
Some people
have a knack for taking a leadership role, and getting others to agree with
them. No matter what he says, it sounds
right – whether he’s rallying an army, selling his crafts, or taking a
leadership position. This Ability
doesn’t make him a good leader, but it makes his words carry weight.
1 – Novice: You could be a Scout leader.
2 – Practiced: You have held office in college clubs.
3 – Competent: You exude an aura of confidence.
4 – Expert: You inspire loyalty and excitement in your
followers.
5 – Master: You could lead a nation.
Associated Attribute:
Social: Presence to inspire confidence and trust. Opponents use Mental: Resolve to avoid being
swayed.
Intimidation
Everyone has something they fear; this Ability helps
you find the right button to push. This
Ability represents your skill at overshadowing others, drawing information from
an unwilling target, and frightening others into submission.
1 – Novice: Your bark is worse than your bite, and it shows.
2 – Practiced: You intimidate those smaller than you.
3 – Competent: You make people think twice before acting.
4 – Expert: You don’t try; people just avoid pissing you
off.
5 – Master: You scare vicious pit bulls.
Associated Attribute:
Social: Presence to intimidate others, Social: Composure to resist
intimidation.
Linguistics
All
characters are assumed to be able to speak, read, and write their own native
tongue. This Ability has two functions:
it grants additional languages, and it gives the character a broad
understanding of the use of language, making them an effective writer and
poet. Language is an art, and the Mage
with Linguistics knows it. The game will
be held in English, but characters can come from anywhere on Earth. If you come from another country, your
character won’t know English unless you buy a point of Linguistics for it. Many characters don’t care.
1 – Novice: Your writing expresses…stuff. You know one extra language, beyond your
native tongue.
2 – Practiced: You command a strong vocabulary. Two extra languages.
3 – Competent: You choose your words well and make your
point. Four extra languages.
4 – Expert: You touch people with your words. Six extra languages.
5 – Master: You could found a new religion. Eight extra languages.
Associated Attribute:
Social: Manipulation to write or compose poetry. Readers would use Social: Composure to avoid
showing emotion.
Note: You may
also take ‘sign language,’ ‘Braille,’ and such as an extra language. This allows you to use this skill in any
language you know – every country has a different sign language, but taking
‘sign language’ allows you to communicate any language you know with your
hands.
Performance
Whenever your character tries to perform in front of
an audience, this Ability comes into play, whether it’s performance art,
singing, dancing, playing an instrument, or acting. A skilled performer will certainly have a
Specialty in their area of expertise, but this Ability covers the essentials of
working a crowd, keeping your confidence, and looking good.
1 – Novice: You sing and the audience doesn’t boo.
2 – Practiced: You’re relaxed and comfortable on stage.
3 – Competent: You have a following of groupies.
4 – Expert: You wow audiences with your talent.
5 – Master: Your performances draw awe-filled standing
ovations.
Associated Attribute:
Social: Presence to make a powerful performance. Viewers use Social: Composure to keep from
showing emotion.
Politics
You know
how ‘the system’ works – both the legal system of your home country, and the
social and legal systems of the Council of Nine Traditions. Furthermore, you know how to manipulate this
system to your advantage, and win arguments based on laws. Without any Politics, a Mage won’t know what
a Chancellor is; with high Politics, he gains power by weaving his influence
through the loopholes in the system.
1 – Novice: You watch late-night civil court shows.
2 – Practiced: You may have done a study on Tradition law,
or else you’ve done a lot of reading.
3 – Competent: You advise your friends when they end up on
the wrong side of the law.
4 – Expert: Your reputation for winning precedes you in
court.
5 – Master: You could find loopholes in a contract with the
devil.
Associated Attribute:
Social: Manipulation to make a persuasive argument. An opponent would use Mental: Resolve to
stick to his position.
Note: Players
with high Politics should spend some time studying the Tradition structures – their
political positions, history, Protocols, and historical texts such as the
Compact of Callias. Start here, and ask an ST for assistance with that if you’re
interested.
Streetwise
This
Ability allows your character to fit in on the streets, gather information from
the rumor-mill, and stay safe and alive among the dregs of society. This is an invaluable source of gaining
information from the common people – but it’s important that they trust you.
1 – Novice: You’re not trusted entirely, but you can talk to
people.
2 – Practiced: You’re accepted, and you can find what you
need eventually.
3 – Competent: You know how to earn respect on the streets.
4 – Expert: You blend with the gangs and the drug dealers.
5 – Master: If you haven’t heard it, it hasn’t happened.
Associated Attribute:
Social: Presence to fit into the various social groups.
Subterfuge
Subterfuge
allows a character to skillfully cover their own lies and emotions, usually to
manipulate others. It also gives them a
knack for realizing when others are being untrue. Winning a challenge with Subterfuge doesn’t
mean you immediately know your opponent is lying; rather, it means you realize
they have something to hide, that there’s something they’re not telling you. It’s nothing more reliable than a good gut
feeling.
1 – Novice: You can pull off the occasional lie.
2 – Practiced: You hide your true feelings well.
3 – Competent: You put on a believable act.
4 – Expert: You have no cracks in your performance.
5 – Master: You’re the last person anyone would ever
suspect.
Associated Attribute:
Social: Manipulation to hide your intentions. Others use Social: Resolve to detect that
you’re being untrue.