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GAROU 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 no surpass 5 in total with XP.

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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.

 

 

Academics

You possess higher learning beyond the normal bounds of education. With Academics, you can debate the existence of gravity or give Ben Stein a challenge. This broad Ability covers all sorts of arts and humanities. Academics allows you to recognize historical, artistic and cultural references, pursue studies into those fields, or create a critique. Calling on Academics 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 History, Classics,Joumalism, Theology or anything else that could be studied with higher education.

 

Animal Ken

You understand the temperament of animals, allowing you to empathize and communicate with them. It’s not like Dr. Doolittle; rather you can deal with them more equitably. Though most animals may retain a healthy fear of the Rage lurking

within you, you know what drives them and how to assuage their fears.  WithAnimalKen, youcan trainananimal (especially aKinfolk) to perfomspecific behaviors, or attempt to deduce an animal’s state of being with a Mental Challenge. If you work with an animal for at least 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 the animal possess.

 

Athletics

You might have been a jock in high school, or perhaps you are just naturally talented, but you are skilled in all manners of athletic endeavors. You can throw a ball, catch, sprint, climb, jump and swim and run with the best of them. This is a benefit for you, especially for Garou who fight often and require athleticism to keep bouncing all over the place.

Your Athletics Ability is used for retests on most forms of raw physical activity: acrobatics, running, climbing, jumping, swimming, throwing, ballet dancing and other activities.

 

Awareness

You have a talent for knowing when things are amiss, whether by that strange feeling in the pit of your gut or through scrupulous observation. This is particularly useful for sensing when other supernatural creatures are about, detecting evidence of  Wyrm-taint, or just knowing when things are about to get crazy. Awareness requires a Mental Challenge to use.

 

Brawl

You roughed up the kids at the schoolyard, hard-styled the martial arts students and kicked ass in bars fights. You might have some military training, or maybe you just grew up with a bunch 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 Garou are not familiar with new technology and, as a result, tend to shy away from all things artificial and silicon, although a few daring souls have move through the modem world with ease. With the Computer Ability, you are versed in the

methods of basic computer operation, programming and accessing other computers. You can hack into systems, write complex programs and viruses, and decode unfamiliar languages by using Computer with a successful Mental Challenge (difficulty determined by the Storyteller).

 

Crafts

You build and construct things. Depending on your specific area of expertise, you might know how to remodel a house or sculpt figures out of ice. As such, you must specify an area of expertise, a focus, such as Weaving, Carpentry or Sculpting. Crafts also covers more labor-intensive technical skills, such as Mechanics and Electronics. Making or repairing an item with Crafts is decided by a challenge, with difficulty set by the Storyteller based on the type of job (drawing up architectural schematics is decisively more difficult than sanding a 2 x 4).  Crafts also includes body art, such as tattooing, piercing or other applications of body alterations.

 

 

Dodge

You possess enough fighting savvy to avoid physical harm by manipulating your body away from directed attacks and, to a lesser degree, gunfire -you know when to hit the floor or how to dive for cover. You can only use Dodge against any attack that you’re consciously aware of: a fight in which you are a participant or a drive-by shooting that you happen to see unfold. Dodge is used to retest challenges where you attempt to avoid physical harm

 

Drive

You’re at home with either 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 candrive astation wagondoesn’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 with your reflexes.

 

Empathy

You are sensitive to the moods and emotions of people around you. When you listen to someone, you understand his 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 a level of Empathy, 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.

 

Enigmas

You are good at solving mysteries and puzzles - you can solve word searches in a few minutes or play with Zen koans for fun. This Ability measures how well you can solve problems, delve into metaphysical questions or collect scattered details into a coherent whole. Enigmas is used with Mental Challenges to see if you can figure out a problem set before, like solving a maze or answering a riddle. The Storyteller may require a number of Traits to be risked, depending on the difficulty of the puzzle.

 

Ettiquite

You know when to bow in the presence of an elder and how to address her in a polite manner. 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 rally. The Etiquette Ability can be used with Social Tests to impress or blend in at parties. If you make a socialfauxpas, 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. While it is possible to create a work without Expression, it may very well be technically brilliant but emotionally sterile.

 

Finance

You understand interest, CDs, stock market transactions, currency exchanges and GNPs. You can also use your Finance to balance books, run a business of your own, 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 spend a level of Finance Ability to raise $250 in cash between games. Not every use of Finance is so benign - money-laundering has 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 unjamone, 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 posses the Firearms Ability, you may use your Mental Traits for gun combat instead of using Physical Traits, at no cost. You can expend a level of 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/Professiond/ExpertA bility is a catch-all category for highly unusual Abilities like Garou Lore, Undertaking, Demolitions and so on. The Storyteller must specifically approve any Ability of this type and will define its capabilities.

 

Intimidation

Intimidation represents any of a broad variety of techniques for terrifying people into compliance. This could be anything from physical size, to a toothy grin in your Crinos form, to knowing which emotional buttons to push. You can use Intimidation when trying to scare someone with a Social Challenge, with certain Gifts, or in retests where the Delirium would have an effect.

 

Investigation

You know how to pick up clues and to 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.

 

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, Entertainment, etc.). Alternately, you may choose make a specialized study of the Litany or other Garou law

 

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.

 

Linguistics

You’ve studied a language - or languages - other than your native tongue. Whether 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 that the characters are not speaking English. Those who wish to listen to the conversation must also possess the language.

Medicine

You know how the human (and, to a lesser extent, Garou) body functions. You can speed the recovery of an injured mortal, or you can use your knowledge to inflict injury. Many Garou learn just enough to heal their Kinfolk and their pack members. You can use the Medicine Ability to speed a mortal’s healing by one level: 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, you Storyteller may require you to specify what you know (Pharmaceuticals, Internal Medicine, General Practice).

 

Meditation

This represents your Ability to center your emotions and your energies, relaxing and controlling mind and body. Garou with Meditation can focus their energies of the Sacred Mother and regain any lost Gnosis Traits by meditating for 10 minutes out of game; after 10 minutes, the Garou may convert one Mental or Meditation Trait to a Gnosis Trait. You needn’t bend into a pretzellike position to successfully meditate; Meditation techniques can be highly personal so long as they allow you to concentrate.

Melee

If you’ve got something in your hands, you’re adeadlyfighter. Be it a klaive, a stick or a pair of silver spoons, you can use it to damaging effect. Expend Meke for retests in hand-to-hand combat when you are using a close combat weapon like a knife or sword. Certain weapons function best when wielded by a character with Melee. 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 Gifts rely on the Occult Ability. Occult also grants some basic (and often

erroneous) knowledge of the various denizens of the supernatural world; for more detailed information, study Expert Ability: Lore in a particular subject of interest.

 

Performance

You are a true virtuoso. Whateveryour 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. You must also 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

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 dealing 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 is also used to discern hidden motives and broker deals. Knowledge of Politics includes, by extension, an understanding of the bureaucratic levels of power. You know how to cut through red tape or 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. The reverse can hold true if you take Politics, but specialize in Garou or Sept. By this, you might be able to figure out who’s the real power at a sept (which may not be the alpha) or when someone might be jockeying for greater control.

 

Primal-Urge

As primal creatures, Garou have a long history of fighting bravely and ferociously as proud warriors in service to Gaia. Primal-Urge represents the close tie you have to this ancestry, not only as a wolf but also as a half-wolf. As such, you may spend a Primal-Urge Trait to instantly shift between forms instead of a Rage Trait or assist you in passing through the Gauntlet.

 

Repair

I You possess a working understanding of what makes things tick. With time, tools and parts, you can fix or modify 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.

 

Rituals

Rites are immensely important to the Garou. With this Ability, you know something about the traditions, ceremonies and other sacred mysteries. With enough time and study, you may even know something about the rites of tribes other than your own, or even a fragment or two about the ceremonies of the Sanga. This knowledge is necessary to learn rituals - your rating must be euqal to or greater than the level of the rite you wish to learn (1-2 for Basic, 3-4 for Intermediate, 5 for Advanced). You can expend a level of Rituals for a retest when performing a ritual or rite.

 

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 gives sentient beings the means to understand the universe, or at least parts of it. Education in Science covers techniques of inquiry, modem studies and a broad range of underpinning work in diverse range of fields. Science requires an area of particular study: Biology, Chemistry, Physics, Metallurgy, Electrical Engineering and Botany are all possibilities though such a list is far from comprehensive. Combining a Science with different fields may give a wide variety of results. For example, Science: Metallurg)r with Academics may give results regarding historical research and theory while the same Science with Occult may center on ancient alchemy. Actually constructing objects theorized with Science may require 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

Whatever side of the law you’ve worked on has granted you experience in Security techniques. You know about police operations and guard work 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 is also used to disarm traps, alarms and other devices and 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. From a crucial part for an 1890s gramophone, invitations to the most exclusive gallery opening in town or a true Philly cheesesteak outside of Philadephia, 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 Gifts such as BluroftheMilky Eye.

 

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 markings, and you know some of the signs, colors and clothes that denote the homeless, gangbangers, prostitutes, 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 something, and an equal number of ways to uncover the truth, 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. Because it deals with deceit, Subterfuge is useful when retesting against attempts to trick and deceive you.

 

Survival

It’s a jungle out there beyond the streets and cities, and if you don’t know how to find the necessities, death is assured. Survival represents a knowledge of terrain, how to find shelter, where to find water, techniques in hunting, identifying edible and poisonous plants and so on. No matter how bad things look, you know enough to cover the basics until you can reach civilization. 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. Specialties in Survival can relate to skills like Tracking, Hunting, Trapping or to types of environment (Arctic, Desert, Forest).

 

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