Academics – Academics generally relates to Humanities and Social Sciences. Academics must have a focus. (ex: Academics: Classical History, Academics: Sociology, Academics: Philology) Different foci in Academics will be split into separate categories on a character’s sheet. For each dot of specific Academics chosen, the character gains a free dot in Academics: General up to five dots.
Alertness – A character with Alertness, may make a Static Mental Challenge (Difficulty determined by a Storyteller or Narrator) to pick up on mundane happenings around him or her. (ex: noticing somebody has pulled a gun, hearing the click before a car bomb goes off) Expending a level of Alertness to “negate the effects of surprise” will allow you a defensive retest during a surprise round.
Animal Ken – Per Laws of the Night.
Archery – Per Dark Epics.
Athletics – Per Laws of the Night.
Awareness – When using the awareness ability, the appropriate retest is Awareness rather than Occult as stated in the book. Awareness may also be used as a retest during a challenge to determine if a power has been used on you (Mental Challenge versus the Mental traits of the individual who used the power on you).
Blindfighting – This Ability functions as per Dark Epics rather than as per Laws of the Night: Sabbat Guide. Each level of this Ability negates one Trait of the two Trait penalty to fighting in darkness. A single level may also be expended each round to negate the mandatory retest for fighting in darkness.
Brawl – Per Laws of the Night.
Computer – This ability allows a Kindred to make use of modern technology. At least one dot is needed to be able to make use of information gained from Wikipedia or Google. Three dots allows advanced computer use such as formatting hard drives, handling malware, and delving into the depths of the internet. Five dots allows computer mastery such as computer repair, computer security, and the dark web. For hacking and computer programming, see Science: Programming.
Crafts – Crafts must have a focus. (ex: Crafts: Beadwork, Crafts: Painting,Crafts: Gourmet Cooking). Different foci in Crafts will be split into separate categories on a character’s sheet. Crafts may not be taken without a focus.
Demolitions – Improper handling of explosives is dangerous. Without the ability of Demolitions, any attempts to do so result in it exploding prematurely in a bad way. This is for OOC reasons because explosives are not useful to games and actual kindred would never want to draw the attention explosives draw.
Disguise – The ability to appear as something else. This involves the use of prosthetics, makeup, and other means of camouflage.
Dodge – Per Laws of the Night.
Drive – Per Laws of the Night.
Empathy – Per Laws of the Night.
Enigmas – Per Dark Epics.
Etiquette – Per Laws of the Night.
Expression – Per Laws of the Night.
Finance – Per Laws of the Night.
Firearms – Per Laws of the Night.
Fortune-Telling – Fortune-Telling must be specifically designated (ex: Fortune-Telling: Oneiromancy, Fortune-Telling: Tarot, Fortune-Telling: Tea Reading etc…). Different specializations in Fortune-Telling will be split into separate categories on your sheet. Fortune-Tellers with the Medium merit may sit out of game for 15 minutes to grant an Insight retest to one other player.
Herbalism – The Herbalism Ability may be used to correctly mix and prepare plants for medicines or poisons. A character may spend a level of the Herbalism Ability and make Static Mental Test (Difficulty determined by a Storyteller) to attempt to concoct a basic poison or medicinal mixture with herbs available. The effectiveness of such concoctions will be determined by a Storyteller.
Hunting – The Hunting Ability allows a character to retest in situations pertaining to stalking/subduing people for blood that occur in a feeding scene. It may also be applied to calculations of downtime feeding actions to help determine a character’s rate of success.
Interrogation – Standard per book.
Intimidation – Intimidation is a valid defensive retest against Dominate.
Investigation – Per Laws of the Night.
Jury-Rig – A character made use the Jury-Rig Ability to bring a simple item back up to minimum functionality once it has been broken, smashed or otherwise rendered unusable. It may also be used to employ totally inappropriate item for a purpose which it is not normally intended. (ex: using your briefcase with a cookie tray duct-taped to it as a shield) To use this Ability, a character must make a Static Test (Ties are won automatically.) for each level of the Ability he or she possesses. Each success gained allows the item to endure for a single round of use. Body armor may not be repaired beyond one Health Level using this Ability. Cannot be used to create explosives.
Koldunism – The ability to use Koldunic Sorcery. Available only to those with Koldunic Sorcery.
Law – Same as Academics. Choose a focus. Each dot of a focus earns a free dot of Law: General.
Leadership – Per Laws of the Night.
Linguistics – The number of languages a character may know with the Linguistics Ability is as written in Dark Epics, not as in Laws of the Night [Rev.]. With one level of this Ability a character may know one extra language in addition to their native one. Two levels allow for two extra languages. Three allows for four. Four allows eight. Five allows sixteen. The Natural Linguist Merit doubles these numbers.
Lore – Per Dark Epics.
Malknet – The ability to tap into and understand the collective consciousness of the Malkavian Madness Network. Available to Malkavians only.
Masquerade – Per Liber de Ghouls.
Medicine – Medicine must have a focus. (ex: Medicine: Pharmaceuticals, Medicine: Internal Medicine.)
Meditation – The Meditation Ability allows a character to regain one Willpower Trait for fifteen minutes spent actively role-playing the acts of meditation in game. During downtime, a player may throw one Static Test (Ties are lost automatically.) for each level of the Meditation Ability that he or she possesses. Each success gained allows the character to regain one additional Willpower Trait during downtime. Storytellers may regulate how much of this Ability a character possesses, and may deny some characters access to it.
Melee – Per Laws of the Night.
Occult – Per Laws of the Night.
Panhandling – You know how to beg, allowing you to try to raise modest amounts money with a Social Challenge.
Performance – Performance must have a focus. (ex: Performance: Accapella, Performance: Beatboxing, Performance: Yodeling). Different foci in Performance will be split into separate categories on a character’s sheet. Performance may not be taken without a focus.
Politics – Per Laws of the Night.
Repair – A character may spend a level of the Repair Ability to make a Static Physical Test (Difficulty determined by a Storyteller). If the Test is successful, a character may restore a Health Level to an item which has lost Health Levels due to damage (such as Body Armor) or may restore a Bonus Trait to an item which has lost Bonus Traits due to damage (such as a gun). A character may only attempt to Repair an item in this fashion once each game cycle.
The Repair Ability may also be used to attempt to modify an item such as to remove one of its Negative Traits. The same mechanics apply, although this may only be attempted once a month and the base Difficulty is always harder than it is to repair damage.
Science – Science must have a focus. (ex: em>Science: Geology, Science: Meteorology, Science: Astronomy) Different foci in Science will be split into separate categories on a character’s sheet. Science may not be taken without a focus.
Scrounge – Per Laws of the Night.
Security – Per Laws of the Night.
Sniping – You have advanced knowledge of sniping positions, cover, the use of high-powered sniping rifles, etc. This Ability enables you to find good, well-hidden sniping positions, set-up and tear down secure sniping locations quickly and thoroughly, determine where shots are coming from, etc. Many uses may require a Mental Challenge. Firearms is still the Ability to use when taking the shot.
Stealth – Per Laws of the Night.
Steward – Per Libre de Ghouls.
Streetwise – Per Laws of the Night.
Subterfuge – Per Laws of the Night.
Survival – Per Laws of the Night.
Throwing – Per Dark Epics.
Torture – Per Sabbat Guide.
Toughness – This is an ability available for players to buy. It used as a retest whenever you are resilient enough not to take damage.
Vamp – Per Sabbat Guide.