Skills

Where Is Occult?

Traditionally, the Storytelling System has a Mental Skill called Occult, which covers knowledge of occultism, metaphysics, and the like. In the World of Darkness, it can be quite useful for gleaning some truth about the supernatural. But in the wizarding world, the kinds of things one would "know" from Occult would usually be dead wrong, or highly misleading. It didn't seem fair to ask players to spend valuable Experience on a useless Skill. So, Occult was replaced with Gramayre. As for those blig characters with occult "knowledge", it is now just one of those things one needn't have a Skill for, like movie trivia or being really good at video games.

Youth Skills

Children are still growing, and as such, their capacity for learning and mastery is not as great as that of adults. Child and teen characters (i.e. characters who are still in school) cannot exceed 3 in any Skill unless they purchase the appropriate Prodigy Merit.

Skill Specialties

Skills tend to be rather broad in scope. Specialties allow you to focus on the narrower fields that your character is particularly good at. When a roll involves a Specialty that you possess for the Skill you are using, you gain a +1 modifier to the roll. There is no set list of Specialties; you can invent your own, but they should be fairly specific in scope.

Mental Skills (-3 unskilled)

Academics
Education in the arts and humanities (e.g. English, history, economics, law, etc.).
Computer
Operating computers. Can program at 3 or more.
Crafts
Creating works of physical art or construction, from paintings to car engines.
Gramayre
Knowledge of the wizarding world.
Investigation
Examining evidence, answering riddles, actively searching for clues, etc.
Medicine
Treating injuries and illness. This is a blig skill, and does not cover magical healing. Wizards have historically considers blig doctors to be "butchers", although modern advances in medical science have begun to alter this perception.
Politics
Understanding political systems and bureaucracies.
Science
Physical and natural sciences (e.g. biology, chemistry, geology, meteorology, physics). Wizards may also apply this to herbology and other magical sciences. Magical healers use Science to diagnose magical ailments.

New Mental Skill: Gramarye

The wizarding world, while existing right alongside the world Muggles know, is a vast and unique place. Even those born to it aren’t always familiar with its intricacies. Gramarye (pronounced: (GRAM-uh-ree)) presents knowledge of the customs, places, and history of the wizarding world.
Possessed by: Wizards, wizard-born, sanctioned bligs
Specialties: History of Magic, Wizard Culture, Specific Region/Country (e.g. United States, England, France, Romania)

Physical Skills (-1 unskilled)

Athletics
Physical training, sports activities, and throwing weapons.
Brawl
Unarmed combat, from street-fighting to martial arts.
Drive
Operating land and sea craft (aircraft require a Pilot Specialty).
Firearms
Identify, operate, and maintain most types of firearms.
Larceny
Criminal activities like bypassing security systems, picking pockets, and concealing contraband.
Ride
Riding animals, from horses to camels. Wizards may also apply this to magical mounts, riding brooms, and flying carpets.
Stealth
Moving silently, keeping to the shadows, blending into a crowd, and other methods of avoiding notice.
Survival
Foraging for food, navigating the wilderness, and otherwise living off the land.
Weaponry
Fighting with close range weapons (i.e. clubs, swords, chairs, etc.).

Social Skills (-1 unskilled)

Animal Ken
Understanding and training animals. Wizards may also apply this to magical beasts (dragons require a Dragonology Specialty).
Empathy
Reading and interpreting emotions.
Expression
The art of communication: journalism, poetry, creative writing, acting, music, dance, etc.
Intimidation
Influencing others through fear.
Persuasion
Inspiring or changing minds through logic, charm, or sheer fast-talking.
Socialize
Gregariousness, sensitivity, etiquette, and custom. Used for interaction in social settings, such as bars, dinners, or parties.
Streetwise
Understanding and taking advantages of the culture and resources of the urban streets and underworld.
Subterfuge
The art of deception.
Game System Files
Advantages Attributes Magic Merits Origin Rewards Skills System
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