Difference between revisions of "Abilities"

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'''Introduction:''' The following lists of Talents, Skills and Knowledges are the primary groupings of the abilities that nearly everyone uses in the White Wolf system.
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As mentioned before, Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.
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There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty (p. 96), even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.
  
'''Description:''' The following lists of Talents, Skills and Knowledges are the primary groupings of the abilities that nearly everyone uses in the White Wolf system.
 
  
 
=== Talents ===
 
=== Talents ===

Revision as of 17:15, 18 August 2015

Main Page

Introduction: The following lists of Talents, Skills and Knowledges are the primary groupings of the abilities that nearly everyone uses in the White Wolf system.

As mentioned before, Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.

There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty (p. 96), even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.


Talents

Skills

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  • -- Larceny
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Knowledges

  • -- Secrets(Chicago)
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