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 Hanoi, foxes and geese and a plethora of riddles all fill your head.

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 New York.

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.