General Skills

  • February 6, 2006 at 8:12 pm #1638
    VEST Paradox

    General Skills

    Following is a description of the skills a character might use in just about any situation. The Statistic in parenthesis (after the name of the skill) represents the Statistic linked to that skill and you may never raise your skill higher than that statistic.

    As you purchase your skills, it is important to realize a few things. There is a large difference between your characters CS and how they are RP'd.  However, the CSs and skills do represent the sum of ability that you character possesses. It is not necessary for the Player to be a certified MD in order for the character to have a medical skill. On the flip-side, of course, the fact that you know a lot about an area, does not necessarily mean your character does. You could be a multimillion dollar lawyer in real life, but if your character does not have any law skills, when it comes to the courtroom your character does not know how to behave.

    Please note, if your character does not possess a skill below, they may still attempt the action. In this case, the player will use the same roll listed with the skill, without the benefit of the skill level called for in the roll 2d6+Presence instead of 2d6+Presence+Athletics, for instance.

    All rolls use the current rating of the Modifier listed in the Roll System, so if you character is injured your ability to perform a skill using Awareness or Presence will be reduced.

    Re-Using Skills

    There are several occasions that would warrant the use of a skill multiple times.  From failing to do something correct the first time, to just having use of it again.  The following conditions describe what occurs when skills are used repeatedly within an hours time.

    Recovery from failure: Many times the fates decide that a skill just shouldn't be used that day, but as most of us pay no heed to such warnings, we try again.  Anytime you fail a roll and attempt to redo it and succeed, the rolls will be made at an accumulative penalty of -2 to the roll.  Which means if you fail to disguise yourself and then try to make another disguise a few minutes later, you do so at a -2 penalty.  If that fails and you try again, the penalty is -4.

    Repetition: If you find yourself in the same exact situation over again, you tend to pay less attention to many details that you would have the first time around.  This often times shows through mistakes being made.  Anytime you use the same skill to do the same thing over again in the same hour,  you will gain an accumulative penalty of -1 to the roll.  If for instance you have to crawl into a window to sneak into a house, the first try is at the normal roll.  Then 5 minutes later you have to sneak back out, this roll is at a -1.  Yet again, 5 minutes after your cralwed out you have to go back in yet again, this time the roll is made at a -2 to the roll.  This doesn't count if say you pick a lock on a gate, then sneak to the door and have to pick another lock, since the situation is different for each lock.

    NOTE: Unless otherwise specified or obvious, all Skill durations are ''scene''. Such Skills include Fast Talk, Artistry, Theology, Tracking, etc.

    Sample Skill Listing:
    Skill Name (Stat)
    Generation Cost: each point listed costs 1 point at character generation.
    Experience Point Cost: Low, Medium, High, or Very High.  See Character Improvement for more details.
    Roll System: This is the dice roll you make when attempting to use a skill and the target number required for the character to succeed with the action.
    Description: This, naturally, is what the skill does.

    First Specialty: This is the ability you gain when you train the skill to level 8.

    Second Specialty: This is the ability you gain when you train the skill to level 12.

    Skills are rated by levels. Each level in a skill represents a little more knowledge or aptitude than the proceeding one. Skill levels 1-3 are considered beginners. 4-7 would symbolize intermediate, 8-11 represent experts in the skill,  while 12 and above would be viewed as being Masters.

    Note: The exact effects and their target numbers for both Lore and Faith are listed with their respective breed. For instance, if you would like to know how you can use lore or faith against a breed, you would look in that breeds description.

    [div align=”center”]The Skills[/div]

    Alertness (Mind)
    Generation Cost: 1 points per level
    Experience Cost: Low
    Roll System: roll 2d6+Awareness+Alertness
    Description: There are indeed threats lurking in the shadows, and anyone who wants to survive will learn to gather their wits and watch every movement in every dark corner. Alertness implies not enhanced or supernaturally powerful senses, but the ability to know what one is seeing and what to listen for when danger may be prowling about. This skill may not be used to see through supernatural means of obfuscation gained through use of Masteries.

    When confronted with a crime a lot of people miss the finer details when asked to give a report of what they witnessed. Alertness helps with recalling several details of a crime that was witnessed. The witness rolls 2d6 + Awareness + Alertness vs the TN below and every +4 above the base TN gives an additional +2 to the Investigators roll to a maximum of +8:

    TN 24 – You remember a few sketchy details. Investigator is given a +2 to Investigation.

    (Example: Witness has a 17 Awareness and a 10 Alertness. They roll 2d6 and get a 9 for a total of 36. 28 gives a +2 to the Investigators roll, 32 gives a +4, 36 gives a +6)

    Barring use of force or a mastery, there is nothing that says that the witness has to work with the Investigator.

    Hawk Eyes: At level 8 you can see things better than most and have learned to catch detail that others miss in the fog and gloom of London.  When making any Alertness rolls you can ignore two points of penalties due to lighting conditions.

    Recollection:  You are a crooks worst enemy.  Even in the most panicked of situations you recall your surroundings with vivid clarity.  You can ignore the +8 limit to recalling details of a witnessed crime.

    Animal Handling (Soul)
    Generation Cost: 1 points per level
    Experience Cost: Low
    Roll System: roll 2d6+Presence+Animal Handling
    Description: Some people have a natural affinity with animals, others have to work at it.  Animal Handling has many uses, from riding horses to training an animal tricks.  In order to get your Animal to perform a trick you must make an Animal Handling roll vs a TN 24.  What tricks may be taught is dependant on the level of the skill, and for each trick taught to an animal, you must spend 5 XP.

    Level : Trick – Effect
    Level 1 : Calm – You can calm most domesticated animals with soothing words and attention.  To calm an animal you must spend a round soothing them and make a 2d6+Presence+Animal handling roll vs TN 20. Calm does not have to be trained to work.
    Level 2 : Come when Called – You can train a domesticated animal to come when called.  If untethered they will arrive in a reasonable time depending on their location.  The animal must be able to hear you physically or through some telepathic means.
    Level 3 : Untether – You can train a domesticated animal to untether themselves so that when they are called they will come to you.  This doesn't require an extra roll if they are also trained to Come when Called.
    Level 4 : Fetch – You can train a domesticated animal to fetch an object and bring it to you.  The time it takes them depends on how fast they can move from their original location, to the object, and back.  A roll is required for this trick.
    Level 6 : Tame I – You can tame a wild non agressive animal so that it can be taught other tricks.  This requires three days working with the animal (a post or three days RP posted in The Lair Folder) and a successful taming roll of 2d6+Presence+Animal Handling vs TN 28 which also must be posted and linked on your CS.  The Animal is now considered Domesticated.
    Level 8 : Attack – You can train a domesticated animal to attack a target.  The animal will attack until the target is deceased.  The animal must physically be able to hear the command or recieve it telepathically.  The animal will stop attacking once the target is unconscious or makes a successful Artistry (Acting) roll vs a TN 24 to play dead.
    Level 10 : Tame II – You can now tame wild agressive animals so that they can be trained other tricks.  To do this you must spend three days working with them (once you have captured them) this must be either a post or three days of RP that is posted in The Lair.  You must also make a roll of 2d6+Presence+Animal Handling vs a TN 32 which also must be posted and linked on your CS.  Once this first stage is complete, you must also use Tame I on then as the first training removes the aggressive behavior, the you must domesticate it.  All rules includings posts, RP, and rolls for Tame I must be followed. Once this is done the animal will be considered domesticated.
    Level 12 : Kill – You can train a domesticated animal to not only attack a target, but to not stop when that target is unconcious.  No Artistry roll can save a character when an animal is ordered to Kill.  The animal must be able to physically hear the command or receive it telepathically.

    Artistry (Soul)
    Generation Cost: 1 points per level
    Experience Point Cost: Low
    Roll System: roll 2d6+Presence+Artistry Skill Level vs TN (see below)
    Description: When you think of names such as Davinci, Michaelangelo and Rembrandt, what springs to mind?  Artist.  This is the skill one uses when trying to create a work of art.  When a player choses this skill, they must chose the medium of their artistic abilities.  The choices are: Acting, Cooking, Dancing, Music, Visual, Writing.  This is the characters specialty and any other mediums that are used are at a -3 Penalty.

    Success Table:
    0-10 : Rubbish – It's not attractive, well composed, or terribly interesting.  Best to be turned left as an idea to never revisit. (No Benefit)
    11-19 : Fair work – You might be able to get a few people to look at the item, a few people may listen to the tune, or you could convince one person out of thousands, but it's not likely.  (-2 XP for next income purchase)
    20-28 : Decent – Would probably show up in a local art auction, may get you off the chorus line, or get you from a stage hand to a small role. A decent effort that could earn some recognition outside of a few small groups who recognize it. (-5 XP for next income purchase)
    29-39 : Great – Would show up in a small art museum, get you a supporting roll, or maybe your own position in a dance troupe.  A great effort that is better than what most have accomplished.  (-7 XP for next income purchase)
    40-51 : Inspired –  You have the potential to be a famous artist if you so desire, you are destined for the limelight and perhaps your own show.  You could accomplish a great ammount of respect for such an effort. (-10 XP for next income purchase)
    52+ or double 6s : Masterpiece – You have created a one of a kind Masterpiece which defines your style amongst the most known artists.  You may not become a household name immediately, just accomplish something ecccentric and you are on your way. (-15 XP for next income purchase)

    Talented: At level 8 in the skill you gain an additional specialty that you can practice without the normal -3 penalty.

    Artisan: At level 12 you gain yet another specialty that you can practice without suffering the normal -3 penalty.

    Athletics (Body)
    Generation Cost: 2 point per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Presence+Athletics Skill Level vs TN below
    Description: The body is capable of many feats and actions. Athletic people have a better chance of performing many physical actions than non-athletic people. These actions include swimming or running long distances, climbing, jumping, and any other non-combat physical roll not covered by another skill.  Athletics grants the following Bonuses:

    For each four levels you have in Athletics you gain a +1 to your speed when swimming.
    For each four levels you have in Athletics you gain +1 Endurance.
    For each six levels you have in Athletics you gain a +1 to your speed when running.

    Dodger: At level 8 in the skill, you have developed your Atheltics to such a degree that you can weave and dodge through the toughest of crowds.  When making an escape roll you gain a +2 bonus to the roll.

    Artful Dodger: At level 12 in the skill, you have developed your Atheltics to such a degree that you can weave and dodge through the toughest of crowds.  When making an escape roll you gain a +4 bonus to the roll.

    Basic Medical (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Discipline+Basic Medical Skill Level vs TN 20 + 1 per Body damage taken by the patient
    Description: The wonders of modern medicine are still in it's infancy, though you know several procedures that can serve to patch up someone in need.  When a successful Basic Medical roll is made the patient receives 1 point of lost Body or Mind and any sort of bleeding or continuous damage is halted. This form of medical treatment may only be performed on the same patient once and only on the same night that specific injury was received. Multiple uses have no effect, regardless of how many people try over how much time. This skill may only be used on someone in mortal form.
    Notes on Basic Medical: 1) Basic Medical rolls may be attempted by any number of people present, but it can only be successful once per victim. 2) Attempts can be made on multiple victims per night, but only once per victim. (Luck may still be used to re-roll without counting as a second attempt)

    Specialist:  At level 8 in the skill, you are somewhat of a specialist in temporary care and as a result you can do amazing things to get someone back on their feet.  You can return two points of body to an injured character instead of the normal one.

    Field Medic:  At level 12 in the skill, you may have spent some time working medicine on the field of battle, or in the hospitals after, regardless of where your training has come from you are fast on your feet and tend to keep your head in the middle of a crisis.  You can administer aid to those in combat with a -4 penalty to your roll.

    Cover Up (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2D6+Awareness+Cover Up -vs- *Investigation counter roll*
    Description: Whether its knocking over the local grocer, or committing felony murder, the one thing all criminals have in common is that they don't want to get caught. The best way to do that is make sure there is no evidence for the authorities to find. Since Cover Up is linked to the table used with Investigation, double 1s or 6s count simply as 2 or 12 in the total. Cover-up, however, is only useful for one *meaningful* scene. Meaning that if John kills Jane in the streets behind a local business that is considered a scene. If John takes Jane's body then to the river and sends her sailing to Davy Jones, that is considered another scene. A separate Cover-up roll must be rolled for each scene. A Storyteller must be present when using this skill. A brief description should accompany during this skill's use.

    Modifiers that affect Cover-up:

    Crowds (NPC and PC): -3 to -9 (3-30+ people in vacinity)
    Mask and Gloves: +2 to Cover-up Roll
    SFX Roll with a TN of at least 20: +4 to Cover-up Roll
    Alternate Form (i.e. animal or TF) +6 to Cover-up Roll

    PC's that witness the crime can testify to what they know about the criminal and Cover-Up does not affect memories if the crime was witnesses. This is all subject to OOC and IC knowledge.
    (See Alertness for more details)

    Alibi: You tend to always think ahead and always have a willing alibi ready to stick up for you.  This doesn't usually help in the investigation process but it does give you a +2 bonus when / if the case goes before the judge.

    Frame: When you make your Cover-up roll you can specify who you want it to appear committed the crime.  Investigators will tend to look in that direction instead of looking for you.  In order to use this you must either be disguised as someone else or have some physical evidence of theirs to leave behind.

    Disguise (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Discipline+Disguise Skill Level vs TN see below
    Description: The ability to do make up well is the basic premise behind this skill.  If a player has reason to not believe the disguise (final discretion with the ST/GM), then they can make a Awareness + Alertness roll to see through it. The base TN is the same as the effect below, modified by the ST/GM for the disguise roll, and other enacted skills. Consult table below:

    Slight facial feature changes 20
    Drastic appearance change 24
    The most extensive changes to appearance 30
    Mimic the appearance of another 40

    (Note: You will not completely mimic another unless you achieve a TN of 40 with this skill and a TN of 40 with Artistry(Acting) ) The character must role-play the application or creation of the desired effect for 10 minutes in the main room before a roll can be made.

    Level 8
    Level 12

    Faith (Soul)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Discipline+Faith Skill Level
    Description: There are few things known to mankind that are more powerful than faith. The faith in one's self; the faith in one's love; the faith in the world around us all. Faith comes in many forms. From the belief in a higher power to the belief in one's own mystical actions to the belief in one's own abilities. Regardless of how it is justified, faith is a common ability of all forms of life. We are all capable of knowing it and spend most of our lives searching for it, whether we realize it or not. Of course, if we simply stopped looking, we'd discover we had it all along. More specifically, however, faith is used in conjunction with lore when attempting to ward off or kill the unkillable.. the supernatural. The system listed above is the standard roll for this powerful ability. To find the specific target numbers, please look under the section of lore as detailed in the listing of the breed you wish to use it against.  For each four levels you have in Faith you gain a +1 to your Spirit.

    Unshakeable: You are firm in your faith, not a fanatic but definitely a solid believer.  Should anyone try to convince you otherwise or to do something against your faith you gain a +2 to the resistance.

    Unbreakable: Your faith is unwavering.  It is nearly impossible to convince you that what you believe is true, regardless of the methods attempted to persuade you otherwise.  You now gain a +4 to resist any attempts to test your faith or to act against it.

    Fast-Talk (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Presence+Fast-Talk Skill Level vs victim's 2d6+Will
    Description: The savior of drunk drivers and tool of sales people everywhere. A silver tongued individual finds it easy to convince others of nearly anything, depending on how well they beat their opponent's roll. A character cannot be persuaded to do something that they'd never do, like give up a family heirloom, dance naked on a table, drop their gun after being shot. Talking a cop out of giving a character a ticket is a prime example of this skill. It is not mind control. It is orally talking someone into something. Only a Room Host, Storyteller or Game Master can decide how convinced a person is that the explosion of words is truth.

    If the roll is won by .. Effect
    1-2 points Victim listens, but continues their actions with -2
    3-5 points Victim listens intently, stopping what they are doing
    6-8 points Victim's actions are persuaded by the message
    9-11 points Victim will act with fervor, though they may have doubts
    12 + points The Victim is fully convinced by the words spoken.

    Smooth Talker: You know what to say and when to say it, you may no mean it and at times may even be sick at your stomach for uttering the words, but you say them anyway. When dealing with members of the opposite sex you gain a +2 bonus to this roll.

    Silver Tongue: You can convince almost anyone of anything.  This comes in handy when you need money in a pinch.  Once per week you can make a fast talk roll vs TN 35, if successful you can gain a +2 to your next income roll.

    Finance (Mind)
    Generation Cost: 1 points per level
    Experience Point Cost: Low
    Roll System: roll 2d6+Discipline+Finance Skill Level vs TN equal to the next level of Income + 24
    Description: Understanding how commerce works is not easy. Many things need to be considered and many different records must be kept. Characters who run businesses or are investors must understand the basics behind commerce and making money at it. Finance rolls are allowed once a month and only when a Storyteller is present to witness the roll. A roll is required whenever an individual wishes to increase their Income Skill.  This represents making good investments, recalling debts, and new product ideas for you business. 

    Forgery (Soul) — Requires Artistry 4 with a specialty in Writing or Visual
    Generation Cost: 2 point per level
    Experience Point Cost: Medium
    Roll System: See Below
    Description: Forgery is a handy skill for those who need to create fake documents or artwork.  With this skill Writers (Writing Specialty) can forge documents from travelling permits, to patents of nobility.  Others can create exact duplicates of valuable pieces of artwork, paintings, or sculptures (Visual Specialty).  Some are so talented that they can create both.  When a forged work is created the forger rolls 2d6+Dicipline+Forgery.  This roll must be posted in The Lair and linked on your CS.  Anytime someone accepts this document they can make a 2d6+Awareness+Alertness roll vs the total scored on the Forgery roll.  If the person scrutinizing the forgery beats the roll they will know it's a fake.

    Gaming (Mind)
    Generation Cost: 1 point per level
    Experience Point Cost: Low
    Roll System: roll 2d6+Awareness+Gaming Skill Level vs. opponent's 2d6+Awareness+Gaming Skill Level
    Description: There are many forms of competitive entertainment. Chess, checkers, poker, and black jack are only a few. Characters proficient in gaming are capable of using strategy and time tested knowledge against their opponents.

    Shark:  At level 8 in the skill, you are an expert at any game you play, wether it be pool, poker, or Go Fish, you generally win.  Playing for money is where you truly shine though.  For each ?5 at stake you gain a +1 to your gaming roll.

    Cheat: At level 12 in the skill, you have a number of tricks up your sleeve to give you the upper hand in any game you play.  You have skill a plenty, but there are a number of skilled gamers out there so sometimes you just need a little push to get ahead.  Once per game you can gain a +6 to a hand or round.

    Income (Mind)
    Generation Cost: 3 points per level
    Experience Point Cost: High, (Only 1 new level per month)
    Roll System: 2d6+Income Skill Level vs TN listed below.
    Description: No society can flourish without currency, and money has been the cause of wars and crimes because of it. Each level of Income represents the amount of money your character earns in a year and roughly what type of job they perform. At character creation you can not purchase any more than three levels of Income.  This money is not an exact figure the character owns. Rather, it is the symbolic representation of what your character can and cannot afford. Any time your character wishes to purchase something costing ?1 or more, an Income roll is required. A failed attempt only means your character did not have the means to purchase the item or service at that moment. The target number increases depending on the cost of the item or services as listed below. If an income roll is failed, it may be attempted again the next day. Note: If double ones (1) are rolled on an income attempt, your account is overdrawn and credit is over extended. No further income attempts of any kind can be made for one (1) week.  You cannot attempt to purchase and item or obtain an amount of funds with a TN more than three times your income level. For instance, characters with an income of level one can only attempt to purchase something costing no more than ?3, while a character with an income of five can buy something worth no more than ?34.

    Desired Purchase Value TN
    ?1 1d – ?3: 3
    ?5 1d – ?6: 6
    ?6 1d – ?10: 8
    ?10 1d – ?16: 10
    ?16 1d – ?24: 12
    ?24 1d – ?34: 14
    ?34 1d – ?46: 16
    ?46 1d – ?60 : 18
    ?60 1d – ?76: 20
    ?76 1d – ?94: 22
    ?94 1d – ?114: 24
    ?114 1d – ?136: 26
    ?136 1d+ : 28

    Anything over ?400 neds 6 6's to make, and then can only be rolled once a week. A cap of no more than ?900 can be made in this fashion.

    The general yearly income levels are listed below for what your character makes per year and what type of work you do.  Weekly pay rates are for a 10 hour day and a six day woork week.

    0 Levels – Beggar – ?2 per year or 10d per week.
    1 Level – Apprentice Laborer (muckrakers, porters) – ?10 per year or 3s 11d per week.
    2 Levels – Journeyman Laborer (excavators) – ?20 per year or 7s 3d per week
    3 Levels – Master Laborer (bricklayers, carpenters) – ?40 per year or 14s 6d per week.
    4 Levels – Engineers, Low Merchant – ?80 per year or ?1 8s 12d per week.
    5 Levels – Coach Guard, Low Merchant – ?160 per year or ?2 17s 8d per week.
    6 Levels – Cheap Artisan, Low Merchant – ?310 per year or ?5 15s per week.
    7 Levels – Doctor, Moderate Artisan, Moderate Merchant – ?625 per year or ?11 10s per week.
    8 Levels – Entry level Soldier, Known Artisan, Moderate Merchant – ?1,250 per year or ?23 per week.
    9 Levels – Low Officer, Renowned Artisan, High Merchant – ?2,500 per year or ?46 per week.
    10 Levels – Medium Officer, Landowner – ?5,000 per year or ?92 per week.
    11 Levels – High Officer, Earl – ?10,000 per year or ?185 per week.
    12 Levels – Admiral/General, Duke – ?20,000 per year or ?370 per week.
    13 Levels – Highest Merchants, Baron – ?30,000 per year or ?555 per week.
    14 Levels – Royalty – ?40,000 per year or ?740 per week.
    15 Levels – Highest Royalty – ?50,000 per year or ?925 per week.

    Intimidation (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Presence+Intimidation Skill Level vs 2d6+Will
    Description: Through the use of this skill, a character is able to intimidate another character, either through threats of physical violence, threatening a character's loved ones, or simply standing there looking scary.  Depending on how much the character rolls above the victim, there are different effects.  Please consult the table below:

    Roll above target by:
    1 – 6 points: Victim will receive a -1 for 3 rounds or 5 minutes to all skills
    7-13 points: Victim will receive a -2 for 5 rounds or 10 minutes to all skills
    14 + points: Victim will receive a -4 for 7 rounds or 20 minutes to all skills

    Investigation (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2D6+Awareness+Investigation -vs- *counter roll*
    Description: Deep within the city a crime has been committed. Who did it? Why did they do it? This skill allows an investigator an easier chance to answer these questions and more. This skill allows the investigator to uncover any sort of *evidence* the criminal left. Consult the table below for modifications.

    Scenes tend to deteriorate however. If the Investigation is started on the same day, there is no penalty to the investigator. But when time passes, things begin to get tricky. Please note, Investigation may -only- be rolled during hours the Main Room is open. Assuming Day 1 is the day of the crime, the table would go as follows:

    Day 2: -1 Penalty to the Investigator''s roll.
    Day 3: -3
    Day 4: -5
    Day 5: -9
    Day 6: -11

    After six days, the scene has grown so stale that no amount of investigation will reveal any clues.

    Roll above Cover Up by:
    1-3 points: Character will find an average clue that doesn't necessarily link the character to the person or thing being investigated, but may eventually. (Gender and Race of the person involved as well as average height and build)
    4-6 points: Character will find several clues that doesn't necessarily link the character to the person or thing being investigated, but may eventually. (Clothing and maybe one Distinguishing Feature like hair, eye color, or tattos. Also may know the direction the perpetrator fled)
    7-9 points: Footprints, witnesses, these things give an officer a good chance of at least getting an indictment. (Identity through witnesses as well as artist sketches and perhaps previous criminal records referenced.)
    10-12 points: Character has found something so unique that the person or thing being investigated has a 75% (2D6, roll over 3) chance of discovering the truth.
    13 + points: Enough evidence was left behind to positively link a single individual to the crime.

    The ST can add additional penalties based on weather, etc. as they see fit.

    Witnesses can add their testimony to the Investigation (See Alertness Skill) however only the highest Alertness bonus from the witnesses can apply. For instance, if there were 4 PC witnesses who give bonuses of +2, +4, +4, and +6 from their testimonies. Only the highest bonus of +6 can be used.

    Building the Case:  At level 8 you have learned to build a strong case and have your evidence all in the right places.  Anytime an arrest or conviction is made you can give the prosecutor a +2 Bonus to their role.  This bonus can be from one investigator only.

    Ironclad Case: At level 12 you have pt together such a great case that you give the prosecutor a +4 Bonus to their law roll.  As with the level 8, the level 12 can only come from one investigator.

    Larceny (Body)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: Varies
    Description: Lasrceny.  The practice of all things deceptive or criminal.  Larceny can best be described by the trained practice of doing things to fool others eyes or dexterous practices of the hand.  Larceny is mostly learned the hard way, by actually doing the crimes.  Some may learn aspects of Larceny from honorable trades, like being a locksmiths apprentice or having been a stage magician. Larceny covers sleight of hand, picking pockets, picking locks, even the movement of stolen goods.  Below we have what the rolls and details of each use of Larceny:

    Sleight of Hand : Those with fast hands can do some amazing feats.  Making coins and cards disapear before your very eyes.  The old saying “The hand is faster than the eye” is proved with this use.  A person can use Larceny to hide an object no larger than their palm on ther person by combining distracting hand gestures and fast movements of the object to another location.  Roll 2d6+Awareness+Larcent vs 2d6+Awareness+Alertness.  Should the larcenist fail the object will be found.  If the roll is fumbled or failed by more than five the larcenist drops the item as it slips out of their fingers.

    Picking Pockets : All it takes is a little bump, rub, or nudge and the purse is yours.  Give them a distraction away from their purse and there you go, all done.  Pickpockets usually learn their trade as children, generall orphans or beggar children left to their own devices.  The can get through a crowd easier as well as slip right out of sight.  Though that by no means makes children the best of the Dippers.  Picking someone's pocket requires a roll of 2d6+Awareness+Larceny vs the targets 2d6+Awareness+Alertness.  Should the pickpocket fail the roll, they simply gain nothing, and should they lost the roll by five or more the target will notice their attempt for what it was.  Should the roll win however the pickpocket will gain one full days wage worth of coins or goods depending on the targets relative level of employment. (See income and confer with the Host or ST about the Income levels of the available targets.)

    Lock Picking : Lockpicking actually covers more than just locks, it covers windows as well as general breaking and entering.  Should this roll be failed you simply cannot figure out the lock and cannot try again, should you fumble the roll you will break the tool being used.  Should you suceed the lock/window/door will be opened.  The roll fo this skill is 2d6+Awareness+ Larceny vs a TN as below:

    Window : TN 18
    Lightly Secured Door/Lock : TN 22
    Moderately Secured Door/Lock : TN 26
    Heavily Secured Door/Lock : TN 30
    Safe : TN 34
    Vault : TN 38

    For each additional lock another roll must be made in accordance to quality.

    Law (Mind)
    Generation Cost: 3 points per level
    Experience Point Cost: High
    Roll System: roll 2d6+Discipline+Law Skill Level vs Prosecutors 2d6+Discipline+LawSkill
    Description: Some people know the law and other know how to bend it. A character that knows the law can attempt to weasel their way out of the situation. This takes place in the courts since cops don't usually listen to slick talk of law. Tell it to the judge, they say. If arrested and the character goes to court (in email), a Storyteller will be made available to witness the roll above. Both the Prosecutor with the Defenders office as well as the Defense Attorney will make their law rolls. The one that wins out over the other has the ability to effect the outcome of the charges. If the Prosecutor beats out the Defenders then the charge sticks and the suspect is found guilty of the charge. If the Defender wins, the charges will be lowered based on how much the Defender wins out over the Prosecutor (See Below). If this roll is needed against more than one charge, the players must roll for each charge separately starting with the highest ranking charge. Either lawyer that loses the roll will take a -1 on all following rolls during the trial. This is cumulative.

    Defense Looses Charge Remain
    Defense wins by Tie Charge Remain
    3 points Charge dropped by one level
    6 points Charge dropped by two levels
    9 points Charge dropped by three levels
    12 points Charge dropped by four levels
    15 points Case is dismissed

    Other:  For each peice of evidence found during the investigation the prosecutor gains a +1 to their Law roll.

    Level 8
    Level 12

    Leadership (Soul)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: Varies
    Description: When difficult situations arise and things are at their most dark the actions of a few tend to turn the tide.  Some people are natural leaders, with the charisma and drive to lift the spirits of those around them to accomplish great things.  Leadership can accomplish several things from raising morale to combatting fear.  The effects of leadership are listed below.  When anyone who is following you (meaning you are the accepted leader of a group) and in your presence you can use one of these abilities, though the group must consist of a leader and at least two followers.  The leader also gains these benefits.  Only one ability can be used at any given time.  In order to use the ability the Leader must spend one round giving a rising and uplifting speach to his followers.

    Boost Morale: Great leaders can calm the nerves of those who follow them.  In instances where a person may shaken with fear and dread the great leaders can replace that with resolve and hope. This gives them a +4 to their fear check and one re-roll for the night to resist Fear.  This is a blanket check for all those following you, though should you fail your Fear Check, you cannot attempt this. This cannot be used with any other Leadership Abilities.

    Roll: 2d6+Presence+Leadership vs TN 24

    Inspire: You can inspire those who follow you to greatness. This ability gives those following you a +1 bonus to all actions (including Fear Checks) for the remainder of the scene.  For every 4 points over the Tn you achieve this bonus will increase by +1.  Should you fall unconscious or fumble any roll (not inits) this effect will end. This cannot be used with any other Leadership Abilities.

    Roll: 2d6+Presence+Leadership vs TN 30

    Invigorate: The leader can invigorate those following them, renewing them with energy.  The Leader can replenish lost pool points with this ability.  With a successful roll, the leader can restore 1 pool point to his followers.  This can be either Endurance, Fatigue, or Spirit.  For each four points over the roll the leader gets another point will be restored.  Those regaining the replenished pool points can decided what is restored and can combine the pools.  So if a leader restores three points to the group, they can get them all in one pool of their choice or plit those three amongst any pools they need.  This can only be used once per scene.

    Roll: 2d6+Presence+Leadership vs TN 24

    Linguistics (Mind)
    Generation Cost: 1 point per level
    Experience Point Cost: Low
    Roll System: NA
    Description: Some characters may speak multiple languages.  Everyone begins with at least the ability to speak their native language.  For every level you have in this skill you can speak another language.  The first time a new language is taken you speak with a strong accent, if you take the same language a second time you speak with a faint accent (Frenchx2), and the third time the same language is taken you speak the language like a native (Frenchx3).  Linguistics also give the character the ability to understand similar languages to the ones they know with a roll of 2d6+Awareness+Linguistics vs a TN 24.  They do not understand the language as if they have studied it, but they can pick out a few words and get a very general understanding of what the person is trying to get across to them.  This can only be used for simple topics, someone speaking about physics or medicine in a foreign language cannot be understood in general.

    Language Groupings for Similar Languages:
    Romance Languages: English, French, Italian, Latin, Portugese, Romanian, Spanish
    Germanic Languages: German, Dutch, Swedish, Norwegian, Prussian
    Slavic Languages: Russian, Ukranian, Polish, Yugoslavia, Chekloslavakian
    Asiatic Languages: Madarin, Cantonese, Korean, Japanese
    Native Languages: Most Native American, Samoan, Innuit, African, Siberian Languages.
    Non-Related: Sign Languages

    Note: You cannot speak any language with any complex topics that you Do Not have a point in.  So unless you have at least one skill in French, even if you make your Linguistics roll to understand French and have a similar language like Spanish, you still cannot speak anything more than basic rudimentary concepts.  The Linguistics roll will also not allow you to understand languages outside of your related group.  So you cannot for instance, use your knowledge in German to understand Romanian or your knowledge in Sign Language to understand Japanese.

    Level 8 : Novice Linguist – You have studied enough languages that you can make a roll to understand a similar language with a TN of 20 instead of 24.

    Level 12 : Expert Linguist – You are an Expert Linguist, you can understand and communicate in almost any language.  You can understand what people are saying to you with much better clarity.  Any language can be understood with a Liguistics roll vs TN 20 instead of just similar languages.

    Lore (Soul)
    Generation Cost: 4 points per level
    Experience Point Cost: Very High
    Roll System: 2d6+Discipline+Lore vs TN
    Description: Do you know about the things that go bump in the night? The myths and legends of all the different breeds are out there, ready to be found. When you first buy Lore you gain one Breed as a specialty, which means you knowabout that Breed and that Breed alone.To extend your knowledge to other breeds you must spend 20XP for each breed studied.  The exact descriptions of each lore item and how the breeds are killed are listed under that breeds description.

    Learning Lore: In order to begin with Lore on your character at generation you must have reasons explained in your Approved BGs, Lore is an intimate knowledge that is passed down or gained through personal study and research, reading Bram Stokers Dracula or Mary Shelley's Frankenstein isn't enough.  Should you have reason to buy lore at generation, you begin with one breed that you can have knowledge of, but each different breed that you wish to know of must be taught by another character.  In order to buy the new Breed Specialty you must write a post of the instruction from another character or post the RP log, this must be linked on the Character sheet when the update is sent in.  The only exception to this is your own breed, you gain the Lore Specialty for you breed automatically upon becoming that Breed. Lore acquired during character generation must be explained in the character's background. If your character does not possess the Lore, then they do not know anything about the existence of the breed.

    Level 2 : Warding – At level 4 in the skilla character learns how to ward members of the breeds they are specialized in.  The specifics and requirements are listed under the Breed Description.  You cannot Ward members of your own breed at this level.

    Level 4 : Defense – At level 6 the Character can roll 2d6+Discipline+Lore vs TN 26 to gain a +2 resistance to Mental Masteries used against them.  You can only gain this defense against breeds you have a specialty in.

    Level 6 : Wounding -At level 8 the character learns how to create items that can wound a Breed that they have a specialty, as with warding the details are listed in the Breeds Description.

    Level 8 : Supreme Warding – At this level you can ward members of your own breed.

    Level 10 : Supreme Defense – You can now roll 2d6+Discipline+Lore to gain a +4 Resistance to Mental Masteries used against you by breeds you have a specialty in.

    Level 12: You now know how to destroy a member of a Breed you have a specialty in.  The details are listed under the description of the particular breed.  Making the Killing roll requires the Faith Skill.

    Major Medical (Mind) ( Requires Basic Medical 3 )
    Generation Cost: 3 points per level
    Experience Point Cost: High
    Roll System: roll 2d6+Discipline+Major Medical Skill Level vs. TN 22 + 1 per Body damage taken by the patient
    Description: A select few have undertaken the specialized training necessary to be a surgeon. These individuals are capable of almost any medical feat. When a successful Major Medical roll is made for a patient, they will heal at x 2 their natural rate, over night. Only one attempt may be made per night on the victim by anyone. The x 2 effect only works for that one day. That means the patient must be cared for every day to gain the full healing bonus until they are better.

    In addition, the surgeon may attempt emergency life saving procedures if the victim has fallen to a negative Body total. With a successful roll (same as the above), the surgeon can heal the victim to a Body or Mind of 0. This counts as the one Major Medical roll for the patient per day, regardless of the doctor. The victim, after being saved, is considered out of play for the rest of the night as they are hospitalized in that type of condition. This is done at a greater difficulty, so the TN is 24 + 1 for every point of damage taken instead of the normal TN 22 for treating wounds.  If the victim is 2 times their Body or Mind in the negative or worse, there is no chance of saving them. For instance: Body of 4. If their Body at the time of the emergency procedures was -6, it would still be possible to save them. The target number would be 34 (22 + 10 damage), but it would still be possible. If the same victim had a body of -9, they would be too far gone and would die. The successful use of this skill does not counteract the killing effects of faith objects.

    Level 8 – Surgeon – You are skilled beyond normal rights with the healing arts and can heal and treat.  With this level of Major Medical, when you successfully treat a patient, they not only gain an increased healing rate, but they immediately regain one point of lost Body.
    Level 12 – Cutter – You are exceptional with small knives, through experience understanding where to cut and just how to make different incisions, you move your blade almost with an artistic flair.  A Surgeon with this level of Major Medical gains a +1 Damage with Small Melee Weapons since they know where and how to cause mroe damage to the human body.

    Occult (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Discipline+Occult Skill Level vs TN (set by Storyteller)
    Description: This skill allows encompasses the knowledge of forbidden lore.  While this will not give you any bonus to information in regarding the various breeds, it does allow you to have a broader knowledge.  Examples include knowing that a circle was cast by a Mage.  Or finding claw marks in something could be indictive of a Fenrir.  This skill is only to be used when approved by a Storyteller and will not help in identifying a breed in any way.  Occult and Lore many times go hand in hand.  A Storyteller may decide you need a certain level of Lore to attempt an Occult Skill.  Ultimately, the decision is left up to the Storyteller as to when this skill is used and what the Target Number will be.

    Level 8 : Learned – You have studied a decent amount about the supernatural.  Because of this you receive a +2 to all Fear Checks.
    Level 12 : Scholar – You have studied a great deal about the supernatural.  because of this you receive a +4 to all Fear Checks.

    Oratory (Mind)
    Generation Cost: 3 points per level
    Experience Point Cost: High
    Roll System: roll 2d6+Presence+Oratory vs TN 20 + 2 for each individual target
    Description: An adept con artist can easily persuade one or two people while the practiced orator can fool hundreds. This skills works in much the same as Fast-Talk above, except that it can be used on many people at once. Instead of erupting with a flood of information, the politician tends to twist the order of their words, hiding the true meaning.

    Level 8
    Level 12

    Psychology (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Presence+Psychology
    Description: Psychology can be used to sooth mental insanity and fear.  By explaining in sceintific terms what a person witnessed they can calm them and temporarily or permanently relieve a person of their insantiy.  To accomplish this, the Psychologist must make two rolls, the first is to bring their knowledge together to discover how this fear was caused and devise an explanation.  This roll is 2d6+Discipline+Psychology vs TN 22+The Fear Level that caused the insanity.  If this roll is won, they are able to come up with a reasonable eplanation of what ocurred.  Second, they must convince the person of this new found explanation.  They must roll 2d6+Presence+Psychology vs 2d6+Will.  The person under the effects of fear CANNOT concede to this roll, the mind already believes what it saw (hence the insanity) and will be difficult to convince otherwise.  The convincing of the subject must be RP'd in the main room. If the roll was a success, the Psychologist can reduce the insanity by various degrees.  It is possible for the Psychologist to make this condition worse though if they fail by so much.

    Failed By:
    0-6 : No Effect
    7 + : Temporary Insanity extended another 24 hours.

    Won by:
    0-3 : No Effect
    4-9 : Temporary Insanity removed
    10+: Permanent Insanity removed (does not apply to Disadvantage unless the character with the disadvantage also pays 25 XP to buy off the Disadvantage or to characters who are unplayable do to reduction of Soul to the negative of their statistic)

    Science (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Discipline+Science
    Description: Science.  The New Magic.  The Industrial Revolution is leading mankind into the Age of Reason.  The Age of Fable is dying rapidly as this new magic creates devices to accomplish things that were once though to be only possible with witchcraft and sorcery.  Scientists are de-mystifying everything with explanations of how things work and discoveries of unseed organims that are the cause of msot things that man once thought to be curses.  Science hardens the mind in a caccoon of logic and reasoning as well as gives man insight to the machinations of reality.  Science has numerous uses, from the creation and application of technology, to the inventions of Mad Science.  Science is used to activate or use devices created with Mad Science.  To do so you roll 2d6+Discipline+Science vs the items Complexity Score. 

    Repair: Anyone with the Science skill can repair a Contraption (Mad Science Creations), and it takes one roll per hour, per wound healed. So for instance, if a Contraption took three Body Damage, the Scientist would be require to make one Science Roll per hour for three hours (each roll must be posted in The Lair) for each of the three wounds.  Only one point of damage can be healed per hour regardless of how many scientists work on the Contraption.

    Stealth (Body)
    Generation Cost: 2 points per level
    Experience Cost: Medium
    Roll System: roll 2d6+Awareness+Stealth vs. 2d6 + Awareness + Alertness
    Description: London is home to many shadows, but the shadows themselves are not to be feared. It is what lurks within those shadows that makes the city home to so many “animal attacks” and gives it the reputation is has. While threats exist on the streets that are loud, rampaging, and readily aparent, those who keep to the darkness have learned the tricks of that trade, and as such have a better chance to avoid detection. Dark clothing, camoflauge, and misdirection are their tools, whether it be to hide from danger, or get the drop on their prey! The character attempting to use the Stealth skill should RP hiding, either by ducking behind cover and using controlled breaths to minimize sound, or slipping into the shadows in the corner of a dimly lit room. They should then roll Stealth with the system above to determine how well hidden they are. Anyone wishing to detect the stealthy character may do so with a contested roll using the Alertness skill. A character who successfully sneaks up on another character gains a one time bonus of +3 to attack rolls. This does not stack with any hiding mastery bonus.

    Level 8
    Level 12

    Steel Will (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Discipline+Steel Will Level
    Description: Through intense mental discipline, a character can better brace themselves to resist even the most compelling temptation or mystical attack. Steel Will represents your characters ability to activate or defend against certain mystical abilities. Your Steel Will levels are added to your Discipline Modifier to determine your Will Modifier.

    For Every four levels you have in Steel Will you character will gain +1 Fatigue.

    Theology (Mind)
    Generation Cost: 3 points per level
    Experience Point Cost: High
    Roll System: roll 2d6+Discipline+Theology Skill Level vs victim's 2d6+Discipline+Faith Level
    Description: Theology is the study of divine things or the truth. Through this skill, a character is able to either incite or calm an individual with the words and thoughts of their religion.

    Theology is a difficult skill to use.  Persuading someone to drop a lifetimes belief with one conversation is a tricky task indeed.  The skill isn't a one time skill that can drastically change a persons life with one sentence or paragraph unless accompanied by some fantastic miracle.  When you begin the conversation you can make a roll as listed above.  This first roll opens the conversation and determines how receptive the target is, nothing more.  The person using theology can attempt to gain the attention of a crowd with a -4 to their roll.

    Theology Won By: – Receptiveness
    0 – 4 : Target is completely uninterested. (-2 on Conversion)
    5 – 8 : Target may be uninterested, but they will likely humor you. (0 on Conversion)
    9 -12 : Target may listen and may actually agree with some points. (+1 Conversion)
    12-16 : Target will listen and will likely want to learn more. (+2 on Coversion)
    17+ : Target is interested in what you have to say and will want to converse more. (+3 on Conversion)

    Once you have the targets attention you can truly begin to try and sway the wayward flock.  It is more of a swaying effect than absolute control. For a general guideline, this skill will only last a scene.  It is truly up to the Characters beliefs to follow the minister or not. The sermon to convert the target/s must b at least 15 minutes long and witness by an ST.  The person using theology can preach to a crowd with a -2 to their roll.

    Theology won by : Effect
    0 – 4 : The Target completely disregards the attempt to sway them.
    5 – 8 : The Target may submit to one of tenants of your belief. (one of the comandments, laws of the religion )
    9 – 12 : The Target will submit to two of the tenants of your belief as listed above.
    12 – 16 : The Target will submit to three of the tenants of your belief as listed above.
    17 – 20 : The Target will submit to four of the tenants of your belief as listed above.
    21 + :  The Target will submit to five of the tenants of your belief as listed above.

    In order to sway a follower you must preach the tenants of your faith, simply saying “You are a mockery against God, repent of your sins!” will not convert someone, it may make them confess their sins, but that's about it.  If you tell a thief that “In the ten commandments it says “thou shall not steal” and it is wicked in the eyes of God!” he just might hand over what he's stolen and not steal for a few weeks, or until he gets hungry enough to commence again out of need.  A flock must be regularyl attended to to prevent them from sliding down the path of unrighteousness.

    Some things may assist or prevent a target from listening.  These are listed below:

    Person using Theology (Bonus to Theology)
    Commits an act that could be viewed as miraculous: +5
    Has been witnessed acting against their faith: -3

    Target/s of Theology (Bonus to Defense)
    Is a member of a non religious society or a member of an oppising religion: +5
    Is a criminal or has an immoral occupation: +3
    Is under extreme duress or rock bottom: -3

    Tracking (Mind)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6+Awareness+Tracking Skill Level vs TN (see below)
    Description: Whether it's a broken twig or a stone turned just the right way, the experienced huntsman knows what to look for when tracking prey through

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