
Crimson
A World of Darkness
Vampire Chronicle

Abilities
While a lot of challenges and actions can be undertaken with the use of a character's attribute traits, this is not always the case. Abilities are skills and talents that are used for to simulate some of the more difficult and dramatic tasks your character may participate in.
At creation you have 5 points to spend on your base abilities, it is important to consider carefully where to use them because of course, 5 points does not go very far in getting a wide variety of skills you may desire for your concept. Other Abilities may be purchased later with the use of XP points.
A character may have more than 1 point in each ability which dictates a higher skill in that one ability. However at Creation you may not purchase an ability beyond 3 points and in active progression you may not surpass 5 in total with XP.
Using Abilities:
There are many ways to use an Ability within game. But perhaps the most common is when attempting to use a particular skill or action withing the current game session. For example, your character may need to hack into a computer system in order to draw much needed information. In which case that character would need to have "Computers" as an ability in order to proceed with such an action and attempt, before challenging to see if that character is to be successful. The ST will be specific in how much time is needed for your character to attempt the action you have put forward, either asking you to act this out or drop out of game for this amount of time in order for your attempt to proceed.
Use of an ability may also require an additional test, some may be simple tests where others may static tests, it will be specified by your Storyteller which and what challenges are require to complete the action you desire. As with any challenge if you fail your challenge you will lose your risked trait, which will be your ability trait. This will be temporary until the end of the scene or challenge mission.
Retests:
In many cases a challenge can be resolved with a single challenge, sometimes a character may use a point in an appropriate ability in order to renew their efforts and retest a failed test in order to suceed in that challenge. By sacrificing an appropriate ability trait you may call for a retest on a failed challenge, while this will give the second attempt at the challenge, the traits risked and lost with the first failure remain lost even if the secondary test is sucessful. These traits are gone for the remainder of the game session or until specified by the Storyteller.
A character with multiple levels in a given Ability is certainly more experienced
and proficient than an individual with just oneTrait. Most characters will fall in toone of three levels of Ability; greater amounts are very rare, limited to elders and ancestors. The total level of Ability in a given field corresponds roughly to the character’s professional capabilities:
Level 1 - Competent (Able to earn a living)
Level 2 - Professional (Licensed, capable of supervision)
Level 3 - Journeyman (Bachelor’s degree or instructor)
Level 4 - Expert (Master’s degree or researcher)
Level 5 - Master (Doctorate or true innovator)
Some tasks are simply toodifficult, or they require too muchskill, to be attempted by a character without the requisite Abilities. The Storyteller may require the possession or use of an Ability Trait to perform a specific task. In this case, characterswithout the Ability, or who have already used all of their levels of the Ability, cannot attempt the task at all.
Focusing Abilities
A few Abilities specifically require a concentrated area of study. One cannot simply study all Crafts at once, after all. These Abilities are specifically noted in the descriptions. When you take such an Ability, you must choose an area of study, a specific topic that you have concentrated on. Each area is considered a separate Ability, so Science: Biology counts completely separately from Science: Metallurgy, for instance.
Ability Specializations
Within a given area of expertise, some practitioners further hone their knowledge to a razor’s edge. By choosing a specialization in an Ability, you hone your skills with a particular facet of that talent. Ability specializations are a wholly optional rule. Remember to ask your Storyteller before taking a specialization. Taking a specialization requires that you spend one Experience Trait or Free Trait on an Ability that you already have. Whenever you perform a task with that specialization — even if you do not expend the Ability — you gain a one- Trait bonus on resolution of challenges, as long as you have at least one level of the Ability left. You may only have one specialization in any given Ability; you cannot take Firearms: Pistols and Firearms: Rifles together, for instance. You also can never gain more than one Bonus Trait at a time from specializations, even if more than one would be appropriate to a given challenge. That is, even if you have Medicine: Physiology and Science: Biology Research, you only get a one-Trait bonus on a test of biochemistry, despite your multiple specializations. A specialization is a fairly narrow area of research or practice. You cannot, for instance, take a Firearms specialization in “guns,” nor could you have an Occult specialization of “writing.” An appropriate specialization refers to one small class of items or to one type of practice within the Ability, such as Firearms: Antique Pistols or Occult: Superstitions. You may take a specialization in an Ability with an area of study. In such a case, you concentrate your research in one particular facet of that sub-Ability, or in one application of it. Thus, you could have Crafts: Woodworking with a specialization in Hidden Panels, or Science: Botany with a specialization in Exotic Flora. Note that the Bonus Trait from a specialization does not have an adjective, and it is not bid or used like other Traits. You simply are “one Trait up” on challenges within the specialization.
Academics
You possess a level of education and general knowledge beyond rudimentary
schooling. With Academics, you can express artistic criticism, debate the classics,
consider philosophy and indulge in studies of culture. This broad Ability covers
all sorts of humanities in learning.
Academics allows you to recognize historical, art and cultural references. You
can use Academics when working in such fields, when developing a critique or
researching. Calling on Academics Ability may require a Mental or Social Challenge
to determine your exact level of competence.
You may further direct your studies by choosing a specific field, such as
Art Criticism, Classical Studies, History, Journalism, Theology or anything else that
could be studied with higher education.
Animal Ken
Most animals find Kindred frightening. With Animal Ken, you have learned
to understand animals, and you can sometimes deal with them more equitably.
Though they may retain a healthy fear of the predator lurking within you, you
know what drives them and how to assuage their fears.
Animal Ken is often used with the Animalism Discipline. With Animal Ken,
you can train an animal (especially a ghoul) into particular behaviors (stay, fetch,
attack), or attempt to deduce an animal’s state of being (injured, angry, frightened,
etc.) with a Mental Challenge. If you work with an animal over a long period of
time (generally a month or so), you may be able to teach it a simple trick, up to
a limit of one trick for each Mental Trait that the animal has.
Athletics
Whether due to a background in sports or just personal talent, you are skilled
in all manner of athletic endeavors. You can throw a ball, sprint, climb, jump and
swim. This last can be especially useful to vampires, who do not naturally float.
Your Athletics Ability is used for retests on most forms of raw physical activity:
acrobatics, swimming, jumping, throwing, climbing and running. You may
choose to focus on something you do especially well.
Awareness
You have a talent for knowing when things are not as they should be, whether
by that strange feeling in the pit of your gut or through tested observation.
This is particularly useful for sensing when other supernatural creatures about,
detecting evidence of Numina or other strange phenomena, or just getting that
weird feeling when the laws of nature are about to take a hard left.
Awareness requires a Mental Challenge to use, and retests are made with
the Occult Ability.
Brawl
Back-alleys, martial arts schools and rough bars are your stomping ground.
You might have military training, or maybe you just grew up with a passel of
rough-and-tumble siblings. Whatever the case, you know how to dish out damage
with your fists and feet.
Use the Brawl Ability for retests in combat when you are using your natural
weapons (teeth, claws or fists). This Ability is also the province of the martial
arts, although you should specify which art when taking this Ability.
Computer
Most Cainites have difficulty adapting to modern inventions. As a result, an understanding
of cutting-edge technology makes for dangerous knowledge. With the Computer
Ability, you understand how to use, program and access computers of all sorts.
Use Computer with a Mental Challenge (difficulty determined by the Storyteller) to
break into systems, alter data, write programs or figure out unfamiliar operations.
Crafts
You can build things. Depending on your area of expertise, you know how
to manufacture items and make handy tools or decorations. You must choose
a focus for Crafts, specifying your form of creation: Carpentry, Clockworks, Blacksmithing,
Leatherworking and the like are all possibilities. You can fashion works
of art, studying Painting, Drawing or similar physical media. Crafts also covers
more technical skills done with labor, such as Mechanics and Electronics.
Making or repairing an item with Crafts usually involves a Physical Challenge
of your dexterity, with difficulty set by the Storyteller based on the type
of job (making a concealed spring-loaded trap is far more difficult than planing
a board, for instance). Artistic works designed with Crafts x 3 or better may
entrance Toreador, at the discretion of the Storyteller.
The Tzimisce practice a focus of Body Crafts when using Vicissitude. This
Ability covers tattooing, piercing, flaying and all other applications thereof
regarding the alteration of the body.
Dodge
When trouble rears its ugly head, you know how to get out of its way. Unhesitating
reactions let you evade blows and shots, getting out of the way of injury. You
can use Dodge against any attack that you’re aware of: diving for cover as someone
fires a gun or twisting away from a sword, for instance. Dodge may be used as a
retest when defending against an attack that you can see or sense coming.
Drive
Though most people can drive in the modern age, you can drive well. You’re equally
at home with a stick shift or an automatic, rush hour is no concern and you can get the
most performance out of a car. In dangerous situations, you can evade traffic and even
use your vehicle as a weapon. Bear in mind that just because you can drive a station
wagon doesn’t mean you can drive a semi with equal ease. A Mental Challenge may be
required to allow you to figure out where everything is in an unfamiliar vehicle.
Drive tests most often involve a Physical Challenge of your reflexes.
Empathy
You are sensitive to the moods and emotions of people around you. When
you listen to someone, you understand her feelings. You can identify with others
and tell when people are lying or holding back while talking to you.
With a Social Challenge and the expenditure of an Empathy Ability, you
can determine if the last thing that someone said was a lie (although Subterfuge
can defend against this expenditure). Alternately, you can attempt to determine
the subject’s current Demeanor.
Etiquette
Even though knowing which fork to use isn’t as important to Kindred
society, you do know the proper way to greet someone, when to rise and how to
make introductions. You can hold a toast with the best of them, and you keep
your cool in any social scenario, from high tea to a gang’s rally.
The Etiquette Ability can be used with Social Tests to impress or blend in at
parties. If you make a social faux pas, you may expend an Etiquette Ability immediately
to negate the gaffe — your character knew better than to make the mistake.
Expression
Words and feelings flow freely from you. When the muse strikes, you put
pen to paper (or fingers to instrument) and pour out a torrent of emotion and
stirring imagery. You can convey message and meaning in your art, from symphonies
to poetry, and whatever you write is both clear and moving.
When writing or composing, you can sink true Expression into the work.
Works created with Expression x 3 or more have the potential to entrance Toreador,
as per their clan weakness.
Finance
The world of money and business awaits your whim. You understand interest,
CDs, stock market transactions, currency exchanges and GNPs. A little
Finance lets you make quite a bit of money. You can also use your Finance to
balance books or run a business of your own.
Typically, you can run a business, follow a money trail, perform an audit or
clean up an accounting mess with a Mental Challenge (difficulty dependent on
the task, as determined by the Storyteller). Alternately, you can expend a level of
Finance Ability to raise $250 in cash between games. Not every use of Finance is
so benign — money laundering operations have to come from somewhere.
Firearms
A little time at the gun range goes a long way. You know how to hold, fire
and clean a gun. You can unjam one, too, and you can tell different models
apart. You know how to stand to get the best aim, how to handle recoil and
how to take care of problems in the field.
If you possess the Firearms Ability, you may use your Mental Traits for gun
combat instead of using Physical Traits, at no cost. You can expend Firearms for
a retest in ranged-fire combat.
Hobby/Professional/Expert Ability
In a certain area of expertise not covered by another Ability, you have
achieved some level of skill. You may have a small grasp of a trade due to some
work on the side, or perhaps you’ve specifically studied a topic.
Hobby/ Professional/ Expert Ability is a catch-all category for highly unusual
Abilities like Cainite Lore, Thanatology, Demolitions and so on. Any Ability of this
type must be specifically approved by the Storyteller, and it has its capabilities
defined by the Storyteller.
Intimidation
Intimidation represents any of a broad variety of techniques for terrifying
people into compliance. This could be anything from physical size, to a particularly
frightening grin, to knowing which emotional buttons to push.
You can use Intimidation when trying to scare someone with a Social Challenge,
or with certain Disciplines.
Investigation
You know how to pick up clues and put together disparate pieces of information.
By habit and training, you can set a jumbled mass of data into order,
discovering identities, motives and patterns in an otherwise chaotic scene. You
can use Investigation with a Mental Challenge when trying to puzzle out meaning
to a random scene, or with most Auspex Discipline powers.
Law
Nobody is above the law, except those who know how to use it to their own
advantage. You’re one of the latter. Perhaps you uphold the law, or maybe you
twist it to your own ends. Your knowledge of Law allows you to understand legal
processes, courts and lawyers, and to use them effectively.
Use the Law Ability in court situations or with Social Challenges involving
legal matters. Because the legal body is so vast, your Storyteller may require you
to select a particular area of study (Criminal, Civil, Tax, etc.). Alternately, you
may choose to study Kindred law in depth.
Leadership
When you speak, people listen. A good speaking voice and self-confidence
lend a powerful presence to a leader. The Leadership Ability represents your ability
to motivate people and to get them to follow your guidance. Even among those
who do not know or respect you, you can demand attention.
You can use Leadership with a Social Challenge to try to get a minor favor
or task from a character. Leadership is also used with many Presence powers.
Linguistics
You’ve studied a language — or languages — other than your native tongue.
Whether you’re an older vampire whose childhood language is no longer spoken,
you frequent the global community, or it is necessary for other studies, you can
speak, write and read other languages.
You must choose one language for each level of Linguistics you possess. Thus,
you could have Linguistics: Cantonese and Linguistics: German. Alternately, you can
focus on the underlying study of Linguistics itself, granting some understanding of
the principles behind the structure of language. Languages need not be spoken;
American Sign Language or Egyptian hieroglyphics would also be considered
fields for study. Those who wish to converse in another language (but cannot
actually do so) should hold up one hand with the first finger and thumb making
an L-shape to indicate to other players the characters are not speaking English.
Those who wish to listen in must also possess the language.
Medicine
You know how the human (and, to a lesser extent, Cainite) body functions.
You can speed the recovery and healing of an injured mortal, or you can use your
knowledge to inflict injury. Many Cainites learn just enough to know where to
bite their victims or how to punish their ghouls.
You can use the Medicine Ability to speed a mortal’s healing by one category:
a Wounded mortal would heal as if Bruised, for instance. Medicine may be used
for other sorts of research and lab work with a Mental Challenge. As Medicine
represents such a vast field, your Storyteller may require you to specify what you
know (Pharmaceuticals, Internal Medicine, General Practice).
Melee
If you’ve got something in your hands, you’re a deadly fighter. Be it a sword, a
stick or a set of nunchaku, you can use it to damaging effect. Expend Melee for retests
in hand-to-hand combat when you are using a close combat weapon like a knife or
a chair. Certain weapons function best when wielded by a character with Melee.
Occult
The hidden world teems with mysterious secrets. By unlocking universal keys
and studying the basics of spirituality, you can learn the shadowy paths of the cosmos.
Your Occult Ability serves as a general knowledge of the supernatural, alerting you to
the existence of many varied sorts of inhuman creatures and paranormal events.
Some Disciplines, most notably Thaumaturgy, rely on the Occult Ability.
Occult grants some basic (and sometimes erroneous) knowledge of the various
denizens of the supernatural world; for more detailed information, study Expert
Ability: Lore in your particular subject of interest.
Performance
You are a true virtuoso. Whatever your chosen medium, you have a gift for
artistic endeavors. Whether playing an instrument, singing, dancing or acting,
your skills allow you to entertain and even earn money.
Your Performance Ability can be used to earn a modest income, just like other
artistic trade skills. If you execute a work with Performance x 3 or better, you may
transfix Toreador in the area with the beauty and grace of your style.
You must choose a specific art form when you take Performance, such as playing an
instrument, singing, acting or dramatic readings. Note that Performance is generally anything
done before an audience, while Expression most often focuses on literary works, and Crafts
concentrates on the creation of physical objects (such as paintings or sculptures).
Politics
The world of influence-trading and favors is extensive enough among mortals.
In vampire society, where one’s prowess is measured in standing with one’s peers,
the game of Politics is all-consuming. Through observation, intrigue and a bit of
spin-doctoring, you’ve learned how to handle appearances, what a speech really
means, and where the deal-making is going on. In short, it’s Politics as usual.
The Politics Ability is useful primarily in dealings with mortal society or Influence.
You may be able to manipulate the outcome of local political actions, with the
proper Influence and some well-placed Social Challenges; Politics Ability ensures that
matters proceed in the direction that you desire. Politics is also used to discern hidden
motives and broker deals, and as such, it is almost a requirement of any harpy.
With Politics, you can usually set an appropriate level of debt for a prestation boon.
The hierarchies of power are often obvious to you, granting you insight into whether
the prince is really in charge, or is simply a puppet of the primogen, for example.
Politics also makes you aware of who’s in favor and who’s out, and you can determine
how much Status a particular vampire possesses once introduced. (If you know your
quarry’s name, expend a Politics Ability to determine the subject’s Status Traits.)
A knowledge of Politics includes, by extension, an understanding of the bureaucratic
levels of power. You know how to cut through red tape, or how to obstruct others with
it. By determining who’s important in a given strata, you can usually avoid wasting
time and simply go straight to the person with the power to do what you want.
Repair
You possess a working understanding of what makes things tick. With times,
tools and parts, you can fix or slightly alter most of the trappings of modern society.
This knowledge also allows you to excel at sabotage. The Repair Ability is widespread
among inventors, mechanics and handymen. Using this Ability usually calls for a
Mental Challenge, the difficulty of which depends on such factors as the item’s complexity,
tools and parts available, extent of damage and time spent on the repairs.
Science
The modern Information Age sees the explosion of all manner of studies.
Categorizing and breaking down the world into many different forms, the methods
of logic and reason give sentient beings the means to understand the universe, or at
least small pieces of it. Education in Science covers techniques of inquiry, modern
studies and a broad range of underpinning work in a diverse range of fields.
Science Ability requires an area of particular study: Biology, Chemistry, Physics,
Metallurgy, Electrical Engineering, Mathematics, Geology and Botany are all possibilities,
though such a list is far from comprehensive. Combining a Science with different
fields may give a wide variety results. For example, Science: Metallurgy with Academics
may give results regarding historical research and theory, while the same Science with
Occult may center around ancient alchemy or parapsychology. Actually constructing
objects or devices theorized with Science may require use of the Crafts Ability.
Using a particular branch of Science usually requires a Mental Challenge of some
sort to determine the success of research or the viability of theoretical work.
Security
Whichever side of the law you’ve worked on has granted you experience in Security
techniques. You know about police operations and guard work, how they make their
schedules and how they undertake their business — and how to disrupt such operations.
Locks, traps, security systems and alarms are all within your purview. With a little time, you
can put together Security measures for a location; you can also defeat such measures.
Use the Security Ability with Mental Traits to set up a secure area or network,
or to formulate a plan for breaching such a network. Security Ability is also used
to disarm traps, alarms and other devices, and to defeat locks. At the discretion
of a Narrator, you may be required to use a Physical Trait related to dexterity
when attempting to bypass a physical lock or alarm.
Scrounge
You’re exceptionally good at finding stuff. Whether it’s a crucial part for a
1890s’ gramaphone, invitations to the most exclusive gallery opening in town, or
just haven space in the downtown, you’re a wiz at knowing where to go, who to talk
to and how to get what you need. Granted, the things you get are rarely brand-new
or exactly right and do take time and favors to acquire. Still such an ability is useful
when your finances are less than sparkling or theft is out of the question.
Scrounge is typically used in conjunction with Mental Traits (although the Storyteller
may occasionally require a Social Challenge for haggling), and can be useful
when looking for particular items or searching a place that is in shambles.
Stealth
By blending into cover, blurring your lines and moving carefully and quietly,
you can evade notice or sneak past people. You know how best to take advantage of
surrounding cover and how to use light and shadow. Opportunities for unnoticed movement
are not lost on you, as you understand the uses of timing and diversion.
With an appropriate Physical Challenge, you can sometimes sneak past the
notice of guards and searchers (who contest your Ability with their Mental Traits and
Investigation Ability). You also use Stealth to augment the Obfuscate Discipline.
Streetwise
Word on the street is known to you. Even if you don’t have any particular
friends or contacts in the area, you know about the different communities and
gangs that hang out in town. You recognize tagging and other territorial markers,
and you know some of the signs, colors and clothes that denote street people,
homeless, gangbangers, hoodlums, criminals and social workers.
Using the Streetwise Ability, with your Mental Traits, lets you recognize the
influence of various gangs or street communities. You also know about criminal
organizations and activities, and you could perform a little larceny yourself.
An appropriate Social Challenge can help smooth dealings with a hostile gang
(though you may need Etiquette to make a really good impression).
Subterfuge
There are many ways to talk about subjects, and equally many ways to uncover
the truth of the matter. Even in idle conversation, people use little white
lies, slip hints about their true motives, try to guide the course of discussion
and give away their secrets indirectly. The art of Subterfuge is the art of reading
these tricks and using them effortlessly.
When someone confronts you with one of your lies, you can use the Subterfuge
Ability in your own defense (if someone uses the Empathy Ability, for instance).
By guiding a conversation, you can also unearth someone’s Negative Traits; if
you manage to steer conversation to a particular topic in play, you can expend a
Subterfuge Ability and make a Social Challenge to determine one of the subject’s
Negative Traits related to the topic. Furthermore, because it deals in deceit and
subversion, Subterfuge is used for retests with the Chimerstry Discipline.
Survival
Survival Ability represents a knowledge of terrain, how to find shelter, where to find
water, techniques in hunting, edible and poisonous plants and fungi and so on. Though a
vampire needs only blood to live, use of Survival makes hunting of animals much easier, and
it provides some assurances of a safer existence for those who travel outside the cities.
Hunting and avoiding danger in the wilderness usually relies on a Physical Challenge.
With Survival, you can substitute your Mental Traits if you so desire. Survival
is also a measure of the character’s ruggedness and ability to overcome obstacles
and injury, so it can be used in retests of the Fortitude and Protean Disciplines.