Wraith

Skills

Skills

Most characters will be concerned with two levels of skill expertise - basic and advanced. The benefits and costs are detailed below.

  • Physical characters begin with 3 SP.
  • Composite characters begin with 4 SP.
  • Intellectual characters begin with 5 SP.
  • Dilettante characters begin with 2-5 SP. (However, the dilettante has their own skill list and they may not select skills from the main skill list without the permission of a GO.)

PCs are allowed to add a further 1SP if they have seen War service (or have had some equivalent 'other experience') but they must also lose 15 points of SAN. Their extra SP must be spent on a skill relevant to their experience.

(It is possible to have seen War service as part of your character's background and still choose not to have the extra SP and SAN penalty.)

All PCs gain 0-2 SP per level. Skill points are awarded by the GOs following a game.

New skills can be created with the permission and collaboration of the game designers.

On some occasions, actual skills may be awarded to players following a game.

New skills can be created with the permission and collaboration of the game designers.

Skill List

NB. A PC must possess a basic skill before he/she can develop an advanced one.

Insight and information means the PC may be given secret information concerning a person/place/object/situation.

Anthropology The study of peoples, races and cultures.
Basic 1 SP Permits insight/info on an area of specialist knowledge. (Eg One race - such as the Mayan civilisation or Ancient Egypt.)
Adv. 1 SP Allows major insight into any PC/NPC and the character is deemed to have mastered several cultures and races. (Eg You may determine that the butler is actually a distant descendant of the Chja-Chja tribe.)

Archaeology The study of artifacts, ancient cultures and buildings.
Basic 1 SP Insight/info on PCs specialist knowledge only. (See above.)
Adv. 1 SP Major insight on any site or object. (Eg The dagger is definitely sacrificial and probably from the late Asesqua dynasty.)

Biology This skill not only involves knowledge of the human body (anatomy) but also some mastery of botany (plants) and zoology (animals).
Basic 1 SP Includes insight/info on zoology, botany etc. (Eg Identification of plant/herbs or animals.)
Adv. 2 SP Allows manufacturing of drugs from plants/herbs/animals. (For example, extracting snake venom for poisons or mixing herbs to create cures and antidotes. The right time and equipment will be needed to create such concoctions.)

Chemistry Know your acids from your alkalines, and get to mess around with testtubes and bunsen burners.
Basic 1 SP Recognition of substances/compounds etc.
Adv. 2 SP Allows manufacturing of drugs and chemicals. (As Biology)

Connections It’s all about who you know. (For example, black marketers will need to know where and how to get their goods.) Categories include – black market, high society, the arts, the criminal underworld, law enforcement, and royalty. A character selecting one of these areas will be deemed to have connections in that area.
Basic 1 SP The ability to influence the circle. (Eg Underworld bosses can put out contracts, black market traders can obtain items, lawyers can get clients off the hook and socialites can ‘blackball’.)There is no advanced version of this skill.


Disguise From simple stick on moustaches to full drag.
Basic 2 SP Simple disguises. (Stock character types of same sex.)
Adv. 2 SP Can change sex and race! Can also discern when someone is concealed with the use of Basic Disguise.

Explosives Every day goes with a bang with this skill.
Basic 2 SP Allows insight/info into defusing and handling of basic explosives such as grenades and dynamite.
Adv. 3 SP Allows development and manufacturing as well as insight/info into scientific weaponry (eg rockets) and some of the most complex devices.

Firearms The higher your degree of skill with a firearm, the more preferential the treatment you will receive in the referee’s decision-making.
Basic 1 SP Allows characters a basic competence with handguns.
Adv. 2 SP Allows characters to use all firearms with some expertise. (Including ambidextrous and aiming.)

First Aid Help your friends when you're 'In the field'.
Basic 1 SP Will heal 1HP on self or other character. (Can only be used on a target once per day.) Must have first aid materials.
Adv. 2 SP Revives unconscious characters where applicable. Can heal 1HP per wound suffered on self or other.

Forgery The Truth may be out there but lies are with us here and now. Be prepared!
Basic 1 SP Can detect and create basic forgeries (mostly documents/handwriting.)
Adv. 2 SP Can detect and manufacture forgeries of art, technology and photography, different languages etc. (A certain amount of equipment is required for creating forgeries - eg papers, ink etc.)

History The study of the past.
Basic 1 SP Insight/info on PC’s specialist knowledge.
Adv. 1 SP Insight/info on any period of world history.

Invention The Daughter of Necessity. Sometimes you can't just buy that gizmo that you need to defeat the formless horror in the attic
Basic 2 SP Allows PC to create minor inventions.
Adv. 2 SP Allows PC to create major inventions. (to be discussed with game organisers)

Law The Law is an Ass. And so are you when you get picked up on a charge if you don't have any grounding in the Law.
Basic 1 SP Insight/info on specialist field of law. (Also counts as Basic Connections in Law.)
Adv. 1 SP The character is granted insight/info on all fields of law, including those of other countries. The character’s ‘high credit rating’ in legal circles may allow bartering with police/authorities. An advanced lawyer will be able to intervene in the affairs and cases of other characters in the campaign.

Medicine For when First Aid just isn't enough. This happens often.
Basic 1 SP Full anatomy/diagnosis skills. Can determine number of HP. (Must have Basic First Aid.)
Adv. 1 SP Full treat disease/poison skills. (Must have Adv. First Aid)

Meditation Just Relax...
Basic 1 SP Recovers MP at 1 per half hour of meditation or 1 per 3 hours of sleep.
Adv. 3 SP Can develop further meditation techniques at ref’s discretion – eg Negate temporary insanity in self or other.

Occult The study of arcane mysteries and secret lore.
Basic 1 SP Insight/info on occult or esoteric lore.
Adv. 3 SP Allows development of spells (see Advanced Rules)

Photography The camera never lies (except when you have Forgery as well)
Basic 1 SP Allows PC to use a camera in the game.
Adv. 1 SP Will permit development of supernatural images and detection of photographic forgery.

Psychology The study of the mind.
Basic 2 SP Permits recognition and identification of phobias and psychoses.
Adv. 3 SP Can heal PC/NPC 1 SAN point/week of analysis and alleviate symptoms of temporary insanity (again - ref’s discretion).

Repair Electrical All valves, batteries and dynamos.
Basic 1 SP For basic repair/understanding of electrical items/circuits.
Adv. 1 SP For the most advanced technology. (Also can take less time and use less equipment.)

Repair Mechanical Things go wrong sometime. You might need to fix them. (hmmm, the oxygen pump has stopped working and we're running out of air)
Basic 1 SP For basic repair/understanding of mechanical items (guns, cars etc.)
Adv. 1 SP For heavy duty technology. (Tanks etc.) Again, can take less time and use less equipment.

Tracking The ancient art of determining who has been where and when.
Basic 1 SP Allows PC to see if people/animals have passed. Also elementary orienteering.
Adv. 2 SP Full details - how many/what speed etc. Advanced and specialist orienteering (such as naval/aircraft navigation.)

Trade Everything has it's price
Basic 1 SP Determines approximate worth and origin of item.
Adv. 1 SP Permits bargaining and haggling - up to 50% discounts.

Unarmed Be it the fisticuffs of the boxer or the blows from a trained martial artist, the unarmed skill deals with attacks and parries with bare hands.
Basic 2 SP Allows the attacker to karate chop or stage punch for 1pt subdueal damage. The attacker must shout 'Strike'. It also allows the character to block hand-to-hand weapons and punches with the forearm.
Adv. 2 SP Permits advanced knockout with the hand alone. Adds one to the character’s overall grapple score and allows disarm.

Weaponry For when a gun or a knife just won't do
Basic 1 SP Permits characters to use hand-to-hand weapons (knives, swords, clubs etc.) and weapons ‘to hand’ (picking up a rock or using a poker from the fireplace.).
Adv. 2 SP Allows use of throwing weapons and archery. Also ambidextrous and double-damage with a two-handed weapon.

Skill Mastery

In order to master a skill you must already possess that skill at the advanced level. It costs 2SP to obtain MASTERY and the character may no longer progress in or obtain any other skill. Mastery is then worked out with the referees and game organisers. It is available to:

  • Intellectual characters from level 3
  • Composite characters from level 4
  • Physical characters from level 5
  • It is not usually available to Dilettante characters.

Mastery skills may include:

  • Weapon Specialisation - allowing more damage with a weapon of choice or particular assassination techniques.
  • Arcane Invention - the ability to create serious hardware.
  • Occult Mastery - for summonings and other spells that deal with the Gods themselves.
  • Unarmed/Martial Arts Mastery – for bullet catching and other extraordinary feats.

Specialist skills to be detailed include - weapon specialisation, sabotage, credit rating, etc.

Dilettantes Skill List

These skills are only available for the dilettante character class, who may not select anything from the main skill list (either to begin with or as they progress) without the permission of the GO/ref.

a wealthy landowner may be allowed a Firearms skill as he is used to using rifles and shotguns. An actor may be allowed Disguise. Likewise, as dilettantes progress they may be allowed to add skills they have been exposed to in a game. (For example, an experienced dilettante may well be permitted to pick up Occult skill or may learn how to track if they have been taught.)

Cars 1 SP Knowledge of cars/repair and superb driving ability.
 
Charm 1 SP By flirtation or flattery, Charm draws a favorable response from an NPC. (NB It will only work where the NPC currently has a neutral attitude towards the player. It will not work on the irate or the insane.)
 
Damned Luck 3 SP The ‘Damned Luck’ skill is used like a trump card to reverse a major decision. It could even save the character’s life. Once used the skill must be rebought at the same cost. (Eg, ‘I say that was damned lucky! The bullet hit the cigarette case in my top pocket.’) It can only affect the character who possesses the skill.
 
Fame 1 SP The character is likely to be well-known and more likely to receive preferential treatment in certain social circles.
 
Gambling 1 SP The ref will determine how best to give bonuses and hints to the gambler. (It may be that their money has twice its value when gambling or they are allowed one extra card in their hand, etc.)
 
Idea 1 SP The dilettante can gain insight/information on absolutely anything by using their Idea skill. Once used, the skill must be rebought. (Eg. ‘I say chaps, can’t we redmodulate the wavelength to create a negative field? Just a thought!’)
 
Impress 2 SP By using their particular skill, the character creates a mass charm effect. For example, a successful recitation by an opera singer in a game will create a favorable response from listeners.
 
Luck 2 SP The character has a basic level of good fortune. This will influence the referees decision making accordingly.
 
Misfit 1 SP The misfit is not on any register or list. They have no acknowledged identity and are effectively invisible to society.
 
Riding 1 SP Knowledge of horses and superb handling ability.
 
Wealth 1 SP The character is deemed wealthy enough to have an effectively unlimited amount of money in the game.
 

Dilettante skill gain

Game Organisers will determine which skills a dilettante has gained following their game. They may be allocated skills as a result of what they have done during their adventure or they may be granted SPs to spend as they wish.


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