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Specialties

When a character has at least four dots in an Attribute or Ability, she's eligible to choose a specialty in the
given Trait. Specialties represent a particular focus and proficiency. For example, a specialty under Dexterity
might be 'swift-footed', while a Medicine specialty could be 'combat medic'. Several specialty suggestions are
given with each Trait. Why are specialties so important? Well, whenever you roll for an action that falls under
your character's specialty, be sure to count how many 10's you rolled, in addition to tallying up the total
successes. For each and every 10, you get to roll another die and keep a running total of successes. Note that
any 1's rolled on bonus dice granted by a specialty to NOT subtract successes from the final total.
Let's look at an example. Dr. Karel Weilbacher, Get of Fenris Theurge, has the Knowledge Medicine at four
dots; his specialty is "emergency Medicine." In the tale, on of the young Ahroun of his sept is wounded badly
by a Black Spiral's tainted Klaive. At the Storyteller's instruction, Karel's player Monica rolls Intelligence (3
dots) + Medicine (4 dots), making her dice pool 7. Monical rolls three 10's, one 6 and three 2's. So Karel has
four successes. Now, Monica rolls three more dice, one for each 10, since this activity is Karel's specialty. She
gets three successes! That roll yields a total of seven successes for Karel, who heals the kid quickly enough for
him to get back into the fray.
Note again that you have no innate right to select specialties that are too broad (such as 'small arms' for
Firearms or 'healing' for Medicine) or just plain unbalancing (such as 'doing damage' for Strength or 'soak rolls'
for Stamina). The Storyteller always has veto power over ridiculous specialty requests.
Characters with high Traits may be very good at some tasks — even more than the number of dots would
imply. If your character has any Attribute or Ability at four or five dots, you may choose a specialty that applies
to that Trait (appropriate specialties are listed with Traits, in Chapter Four). Keep your concept in mind when
choosing specialties. (An ex-marine might choose "assault rifles" as a Firearms specialty, where a gangsta might
choose "pistols.") You can leave specialties blank and choose them during play, but it's just as appropriate to
select them right away. Specialties serve as a roleplaying tool, and they provide a bonus to dice rolls that apply
to them.
You can also assign specialties to Traits rated at three or fewer dots. You won't get a bonus in this case, but
you can use it as a roleplaying tool or guide. The specialty would indicate character preference rather than any
objective improvement. In no case can you take a specialty that the Storyteller deems too broad (such as "small
arms" for Firearms or "keen senses" for Alertness).

NOTE: The Founders encourage you to create your own Specialty for any Trait, either for an Attribute, or
Ability. However, you must have final approval, from a Founder before your character will be able to
implement it.

Attributes
Physical
• Strength: Steely Grip, Lower Body, Strength Reserves
• Dexterity: Lightning Reflexes, Preternatural Grace, Nimble Fingers
• Stamina: Unbreakable, Tireless, Resilient

Social
• Charisma: Air of Confidence, Captivating, Commanding Voice, Infectious Humor
• Manipulation: Forked Tongue, Unswerving Logic, Doubletalk, Seduction
• Appearance: Genial, Exotic, Alluring, Noble Bearing

Mental
• Perception: Eyes in the Back of Your Head, Farsighted, Uncanny Instincts, Detail-Oriented
• Intelligence: Lateral Problem Solver, Creative Logic, Probability Calculation, Trivia
• Wits: Snappy Retorts, Ambushes, Cool-Headed, Cunning

Abilities
Talents
• Alertness: Ambushes, Paranoia, Traps, Scents
• Artistic Expression: Oils, Watercolors, Mixed Media, Charcoal, Sketching, Caricature, Lighting Artist,
Impressionist, Photo-Realism, Abstract, Miniatures, Stone, Resin, Wood, Metals, Classical, Kinetic,
Models, Decoration
• Assbeating: Beating up bullies, Kicking the crap out of people who picked on you when you were
younger, You'll make them pay, Whupping up on the pigs
• Athletics: Specific sports, Team Play, Swimming, Rock Climbing, Tumbling, Distance Trials,
Pentathlon
• Awareness: Spirit Presence, Night-folk, Danger, Resonance, Elemental Forces, Magick, Human Nature
• Barter: Food, Livestock, Horses, Metals, Labour and Services, Building Materials
• Brawl: Boxing, Dirty Infighting, Weaponless Martial Arts (Judo, Karate, Tae Kwon Do, etc.)
• Carousing: Sexual Innuendo, Bon Mots, Lewd Jokes, Drinking, Exaggeration, Anecdotes
• Diplomacy: Mediation, Negotiation, International Relations, Industry, Personal Relationships, Tact
• Dodge: Finding Cover, Sidestepping, Drop and Run
• Empathy: Detect Lies, Hidden Motives, Emotional States, Personality Quirks, Affairs of the Heart
• Expression: Rhetoric, Inspiring Speeches, Poetry, Drama, Political Doubletalk
• Flying: Aerial Combat, Aerial Hunting, Aerobatics, Power Diving, Wind Lore
• Fortune Telling: Tarot Cards, Prophecy, Romance, Death, Palmistry, I Ching, Goat Entrails
• Instruction: Rites of Passage, Customs and Laws, University, Skills, Knowledges
• Interrogation: Good Cop/Bad Cop, Threats, Trickery, Moral Blackmail
• Intimidation: Veiled Threats, Good Cop/ Bad Cop, Blackmail, Physical Threats, Revenge
• Intrigue: Gossiping, Feigning Ignorance, Threats, Plotting, Rumormongering, Alliances, Betrayals
• Intuition: Logic Problems, Thinking Outside the Box, Gut Instinct, Women’s Intuition, Recognizing
lies, Recognizing clues
• Mimicry: Accents, Celebrities, Birds, Animals, Mechanical Sounds, Vocal Impersonation
• Primal-Urge: Shifting Forms, Hunting, Protection
• Scan: Keeping Watch, Quick Scan, Listening, Smelling, Assassins
• Scrounging: Illegal Goods, Vehicles, Services, Art, Technical Equipment, Magickal Tomes
• Search: Objects, People, Deliberately Hidden Targets, Sounds, Furniture
• Seduction: Witty Conversation, Opening Lines, Innuendo, Alluring Looks
• Sense Deception: Interviews, Investigative, Courtroom, Technical (Polygraphs)
• Streetwise: Picking Pockets, Fencing Goods, Drug Deals, Gangs
• Style: High Fashion, Street Fashion, Retro, Ethnic
• Subterfuge: White Lies, Innocent and Needy
• Swimming: Lifesaving, Distance Swimming, Ocean Swimming, Speed Swimming, Rough Water,
Racing, Survival
• Ventriloquism: Distance, Clarity, Dummy, Inanimate Object (e.g., radio)
• Wood Lore: Orienteering, Scavenging, hunting
• Wrestling: Greco-Roman, Collar-and-Elbow, Carachd Uibhist, throws, pins
Skills
• Acrobatics: Sport, Martial Arts, Dance, Enhanced Jumping/Falling
• Animal Ken: Families of Animals (canines, felines, avians, etc.), Farm Animals, Feral Animals
• Animal Training: Dog, Horse, Elephant, Seal, Dragon, Hellhound, Familiar
• Archery: Arched Flight, Forests, Competition, Hunting, Moving Targets, Garou Bows
• Blind Fighting: Punching, Indoors, Dueling, Multiple Foes
• Boating: Sailboats, Fishing Boats, Ferry Boats, Tug Boats, Yachts, Canoes, Sporting/Entertainment
Craft
• Camouflage: Woods, Mountains, Urban, Open Country, Arctic
• Climbing: Cliffs, Hiking, Ice, Buildings, Free-Climbing, Rappelling
• Crafts: Woodworking, Leatherwork, Ceramics, Drawing/ Painting, Weaving, Carving, Sculpture,
Metalworking, Car Repair, Carving with Claws
• Dancing: Waltz, Jazz, Two-step, Foxtrot, Disco, Latin, Show, Ballet, Ethnic, Tribal, Ecstatic
• Demolitions: Dynamite, Plastic Explosive, Car Bombs, Bomb Diffusion, Explosives Detection,
Elementals
• Disguise: Specific Person, Type of Person, Concealing Own Identity
• Drinking: Drinking Games, Top Shelf Alcohol, Bottom Shelf Alcohol, Homemade Alcohol,
Moonshine, Awakened Alcohol
• Drive: Stick Shifts, Motorbikes, Four- Wheel Drive, Big Rigs, Sports Cars
• Elusion: Deep Forest, Strange Terrain, Natural Traps, Hunting Parties
• Escape Artistry: Magic Tricks, Ropes, Boxes, Locks, Underwater, Handcuffs, Showmanship, Silver
Restraints, Arm Locks and Holds
• Escapology: Magic Tricks, Ropes, Boxes, Locks, Underwater, Handcuffs, Showmanship, Silver
Restraints, Arm Locks and Hold
• Etiquette: High Society, Big Business, Wining and Dining, Moots
• Fast-Draw: Klaive, Pistol, Sword, Arrow, Rifle/Shotgun Gambling
• Fast-Talk: Sell, Confuse, Get Off the Hook, Convince
• Firearms: Rifles, Pistols, Submachine Guns
• First Aid: CPR, Broken Bones, Artificial Respiration, Diagnosis, Terminology
• Foraging: Urban, Forest, Ruins, Swamp, Desert, Winter, Grasslands
• Fortune Telling: Tarot Cards, Crystal Balls, Ouija Boards, Palm Reading. Reading the Bones, Runes
• Gambling: Poker, Blackjack, Roulette, Dice Games, Electronic Slot Machines
• Gunsmithing: Black Powder Weapons, Field Repair, Invention, Magnum and Supercharged
Ammunition, Specialty Ammunition
• Heavy Weapons: Desert, Jungle, Night Fighting, Friend from Foe, Loading
• Hiding: Forest, Desert, Urban, Playing Dead
• Hunting: Temperate Forest, Jungle, Bush/Scrub, Mountain, Coast, Arctic, Desert
• Hypnotism: Interrogation, Past Life Regression, Hypnotherapy, Behavior Modification
• Indoctrination: Sage, Guru, Mentor, Teacher
• Kailindo: Throw, Punch, Kick, Evade, Shapeshift
• Klaive Dueling: Disarm, Parry, Disable, Riposte, Feint
• Leadership: Noblesse Oblige, Combat Readiness, Motivation
• Lockpicking: Key-Operated Locks, Combination Locks, Mag-Card Locks, Alarm Systems
• Mediation: Moots, Avoiding Challenges, Garou/Kinfolk Relations, Garou/Spirit Relations, Counseling
• Meditation: Tantric, Transcendental, Yogic, New Age, Rage, Willpower
• Melee: Swords, Spears, Saps, Eastern Weapons, Klaives
• Misdirection: Theft, Concealment, Leading, Confusion
• Performance: Ballet, Ballroom Dance, Classical Music, A Cappella Singing, Improvisation, Howls
• Pilot: Helicopters, Biplanes, Corporate Jets, Emergency Landings, Dogfights, Stormy Weather, Military
Jets
• Psychoanalysis: Freudian, Jungian, Humanist, Ericksonian, Holistic, Wiccan, Childhood, Psychosis,
Neurosis, Self, Sympathy, Terminology, Research
• Repair: Wood, Electronics, Engines, Automobiles, Electricity
• Ride: Bareback, Horse, Mule, Camel, Elephant, Galloping, Tricks, No Hands
• Security: Surveillance, Bawn Security, Security Cameras, Surveillance Equipment
• Singing: Opera, Easy Listening, Ritual, Rock, Musicals
• Speed Reading: Technical, Fiction, Newspaper, Research, Cramming
• Stealth: Shadowing, Urban, Sylvan, Taking Point
• Survival: Specific Environments (Arctic, Desert, etc.), Trapping
• Torture: Exotic Methods, Life Magick Effects, Prolonging Life, Pain, Flagellation
• Tracking: Wolf, Deer, Rock, Urban, Identification
• Traps: Deer, Small Game, Urban, Rock, Humans
• Wild Hunting: Aerial Hunting, Game Birds, Herd Animals, Large Game, Scavenging, Specific
Environments (Forests, Mountains, Savannas and Steppes, etc.), Specific Targets (Bears, Elephants,
Humans, Quail, etc.)

Knowledges
• Alchemy: Transmutation, Cosmology, Lapis Philosophorum
• Animal Lore: Woods, Jungles, Oceans, Freshwater Lakes/Rivers, Deserts, Islands, Specific Species
(Feline, Aquatic, Canine, Birds, Insects, etc.)
• Animal Speech: Archaisms, Profanity, Prophecy, Songs and Poetry
• Area Knowledge: History, Geography, Wildlife, Caerns, Protectorates, Enemies, Politics,
Transportation, Law
• Astrology: Solar Horoscope, Ming Shu, Zu Wei
• Beast Lore: Dragons, Birds, Lesser Beasts, Greater Beasts, Sea Creatures, Bestiaries (notoriously
inaccurate, but very common), Divine Hierarchies (Oriental, Christian, African, Indian, New World,
Hebrew and Muslim are all separate Lores)
• Bureaucracy: Political Campaign Manager, FBI, NCIS, CIA, Interpol, United Nations, Garou Politics
• Computer: Databases, Viruses, Computer Languages, Internet, Web Design
• Computer Hacking: Viruses, Data Retrieval, Networking, Telecommunications
• Cosmology: Celestines, Incarna, Totems, Broods, Near Umbra, Dark Umbra, High Umbra, Realms
• Cryptography: Letter Shifts, Mathematical Encryption, Obscure Character Sets
• Enigmas: Logic Problems, Ancient Mysteries, Things Werewolves Weren't Meant to Know
• Faerie Lore: Enchanting Music, Faerie Food, Spirit Allies, Arcadia, Arcadia Gateway, Changelings
• Feng Shui: Colors, Landscape, Chi Energy, Warding
• Garou Astrology: Planetary Incarnae, Comets, Aetherial Realms, Interpretations, Casting Horoscopes,
Planetary Aspects
• Healing: Children, Women, Midwife, Garou, Setting Bones, Internal Injuries, Head Wounds
• Herbalism: Culinary, Medicinal, Poisonous, Narcotic/Hallucinogenic, Spirit
• History: Political, Intellectual, Social, Economic, Technological, Classical, Medieval, Renaissance,
Modern, Europe, Americas, Asia, Africa, Australia
• Investigation: Evidence, Ballistics, Forensics, Fingerprints
• Law: Procedure, Garou Law, Specific Types (Criminal, Contacts, Liability, etc.), Courts
• Linguistics: Slang, Business Terms, Idioms, Artificial Languages, Alphabets
• Lore: Faerie, Forbidden Secrets, Garou, Ghosts, Kindred, Sabbat, Technocracy, Tradition, Wyrm,
Camarilla
• Lore (Specialized): Tradition Lore, Mummy Lore, Shapeshifter Lore, Faerie Lore
• Medicine: Emergency Medicine, Forensic Pathology, Specific Fields (Pediatrics, Neurology, etc.)
• Nunnehi Lore: Individual Nunnehi Races, Nunnehi Stories, Breaking Nunnehi curses
• Occult: Tarot, Witchcraft, Curses, Ghosts, Psychometry
• Parapsychology: ESP, Psychokinesis, Trances, Conjunctions
• Poisons: Venoms, Chemical Poisons, Plant-based Poisons, Analysis, Antidotes, Instant Poisons, Slow-
building Poisons, Undetectable Poisons, Wyrm Toxins
• Politics: Fundraising, Political Philosophy, Grass Roots, Elections, Caern Hierarchy
• Psychology: Behaviorism, Freudian, Jungian, Humanist, Developmental, Experimental, Animals
• Rituals: Accord, Caern, Death, Mystic, Punishment, Renown, Seasonal, Minor
• Science: Experiments, Theory, Specific Equipment, Practical Applications
• Science Specialties: Astronomy, Biology, Genetics, Mathematics, Cybernetics, Metallurgy, Any Other
Type of Specific Science
• Stargazing: Planets, stars, satellites (moons), the sun, phenomena (eclipses, sun spots), omens,
divination
• Stone Lore: Planetary Influences, Jade Carving, Metals
• Taxidermy: Tanning, Embalming, Preserving, Trophies, Techniques of Frankenstein, Victims
• Theology: Women's Theology (often called Theaology), Comparative, Liberation, Agnosticism,
Christian, Buddhist, Branch Davidian
• Tribal Lore: Pueblo cultures, Cherokee legends, Seminole history, Vietnamese folk-tales, Gallah stories
• Wyrm Lore: Triatic Wyrm, Urge Wyrms, Monsters, Banes, Black Spiral Mysteries, Malfeas
• Wood Craft: Traps, weapons, tools, shelters

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