Post by Rule Hound on Dec 24, 2015 16:31:05 GMT
For the most part the skills are the same as described in the by Night Studio Minds Eye Theater book. There are a few changes, additions or subtractions any changes are noted here otherwise you can refer to the book.
If you want a description of what the book skills can do (not just the changes) listed here also just let us know and we will see if we can put something up.
Available skills:
Academics - Changed due to Medieval times and theme. There are two categories as taught in that day and age.
Trivium - the lower division of the seven liberal arts curriculum at a medieval university involving the study of grammar, rhetoric, and logic.
Quadrivium - a medieval university curriculum involving the “mathematical arts” of arithmetic, geometry, astronomy, and music.
NOTE: To learn more than one dot in Academics a character MUST have Latin as a language. This probably means taking Linguistics
Animal Ken
Archery - This is the ability to use bows. Bows are the most common ranged weapon of the time period. The most experienced and skilled archers know how to maintain and build their own bows and arrows. Archery includes the use of Crossbows also.
NOTE: Once you possess the Archery skill you can choose to use your Mental traits instead of Physical for challenges with Wits focus.
Athletics - NOTE: This covers thrown weapons but Archery is a skill on it's own.
Awareness - (test pool = mental+Awareness)
Brawl
Computers - Yeah right
Commerce - This is the ability to bring goods to market. Knowledge of how and where to get products and how and where to sell them. Who to bribe. Insight that allows you higher levels of the Trade Influence. You know who to contact and opportunities that may arise in other corners of the world. Where and how to purchase goods or services in the mortal world. In the Middle Ages there was little to no definition between Legal and illegal, just availability and knowing where to get something.
NOTE: This is a prerequisite for Trade Influence. You can not have more Trade then Commerce.
Crafts - There is an addition to this. In the Middle Ages Crafts encompassed much of what would latter become formalized sciences. Architecture, Metallurgy and other similar crafts/sciences are now categories in Crafts (including the written word). Otherwise it is still the same.
Dodge
Drive - See Riding
Empathy - (test pool = Socal+Empathy)
Firearms
Hearth Wisdom - This covers what general mortals and peasants believe (though many nobles may believe it also they rarely show this as it is "below" them to have such superstition). Random knowledge based on Old wives tales, rumors, travelers, traders. Things like what herbs calm a stomach, what peasants believe will keep the boogie man out of their house at night. This is not always fact and it is not Lore, thought there may be interesting tidbits of truth mixed in with all the superstition.
This is something the old spinster that the villagers go to for help curing a child would have.
Intimidation
Investigation
Leadership - This is mostly the same. You can use Leadership as a test when trying to manipulate the facts. If you are charged with something or defending someone you can attempt to sway someones view with a Leadership test (test pool = Social+Leadership OR Mental+Leadership can be used for "LAW" type challenges where logic might come into play)
Note: to control/lead armies, people or Cainites you must have leadership.
Legerdemain - This is the facility of manual dexterity, slight of hand. You can use this to pick pockets or entertain and distract a crowd. You can juggle, palm objects, do card tricks. The traditional "magician" as a performer is based off this skill. It can be used as either a physical or social test (if you are entertaining a crowd)
Linguistics - You must have Linguistics - Latin if you wish to learn Academics above one dot, read and write or interact with the higher levels within the Church.
Lore - Mostly the same. This is knowledge of supernaturals and their structures. Individual Clans, more than basic knowledge of other Cainites and other supernatural creatures. Unlike the modern world knowledge was horded in the Middle Ages. It gave power and an edge. You will generally need to seek out a teacher for most Lores. Supernaturals did not tend to intermingle and share knowledge about themselves and how their society works. Everyone did not know what a Tremere could do unless they saw it with their own eyes not did they know much of what a discipline could do.
Cainite Lore x 1. Will let you know about the common disciplines and the low level powers (up to lvl 2) that you have not seen (this means directly in game or through your history that a ST agree's that you have encountered it) or that is not part of your own in-clan disciplines. This will let you know about level three or one level higher in a in-clan discipline that you possess. It does not let you know details about clan specific disciplines. You also know the Standard high and Low Clans but not really what they can do. You can not "learn" about disciplines you have not personally witnessed by simply talking to someone, you must learn the Lore.
Cainite Lore x 2. You know about the intermediate powers of common disciplines (up to level 4) that you have not seen. You know what your in-clan disciplines can do at a advanced level. You know what the basic powers of specialty disciplines for common clans can do (Dementation, Protean, Obtenebration, Viscissitude, Quietus and Serpentus. You know Capadocians can talk to and play with the dead and that Tremere can do things with fire and learn things from blood)
There will be more on Lore latter
Medicine - You can no longer preserve blood as the needed equipment does not exist. You can however double the healing rate of a mortal with a successful test. This includes things like the use of leeches, some herbology for healing or poisoning mortals.
Melee
Occult - If you have thaumaturgy you con not have a ritual at a level higher than your Occult skill.
Performance
Politics - The art of influence trading and favors is extensive among not just mortals but also in Vampire society. Through intrigue, observation, learning from a mentor or sire you have learned how to manipulate the system and handle appearances to you benefit. You can read between the lines when it comes to court intrigue and politics.
NOTE: This is a prerequisite for Court Influence. You can not have more Court then Politics.
Ride - You are knowledgeable in the care and management of riding animals. You can ride any animal that has been trained to hold a rider or teach a horse to accept one. You can not teach more exotic riding animals to be ridden but are capable of riding one. This also encompasses driving a wagon, buggy or carriage and how to hitch up draft animals.
Scrounge - You are exceptionally at tracking down and locating hard to find objects. You can locate specialty items, books, rumors weapons or armor. This is generally a Mental test but can be used with Social if haggling.
Security - Good to have if you want to slip into somewhere without getting caught or set a perimeter that you do not want to be easily breached. It covers guard patrols and traps and such like in DnD
Seneschal - This is the knowledge and ability to administer and manage holdings. Coordinate households, castles, or kingdoms. Logistics in every way relating to large groups or domains. Maintaining repairs, food stores and staff.
Stealth
Subterfuge
Survival - Survival and Streetwise are the same in the Middle Ages. Survival includes the knowledge of low level guild markings, knowledge of how to learn the happenings on the street and so forth.
NOTE: This is a prerequisite for Street Influence. You can not have more Street then Survival.
Theology - There are two areas in this skill and you must choose which one you are purchasing. You can learn both but they are treated as separate skills.
The first is Theology - God. The study of Gods will, the bible and the Church.
The Second is Theology - Pagan. Pagan lore, knowledge and practices. How to worship, where and so forth.
NOTE: This is a prerequisite for Church/Religion Influence. You can not have more Church/Religion then Theology.
If you want a description of what the book skills can do (not just the changes) listed here also just let us know and we will see if we can put something up.
Available skills:
Academics - Changed due to Medieval times and theme. There are two categories as taught in that day and age.
Trivium - the lower division of the seven liberal arts curriculum at a medieval university involving the study of grammar, rhetoric, and logic.
Quadrivium - a medieval university curriculum involving the “mathematical arts” of arithmetic, geometry, astronomy, and music.
NOTE: To learn more than one dot in Academics a character MUST have Latin as a language. This probably means taking Linguistics
Animal Ken
Archery - This is the ability to use bows. Bows are the most common ranged weapon of the time period. The most experienced and skilled archers know how to maintain and build their own bows and arrows. Archery includes the use of Crossbows also.
NOTE: Once you possess the Archery skill you can choose to use your Mental traits instead of Physical for challenges with Wits focus.
Athletics - NOTE: This covers thrown weapons but Archery is a skill on it's own.
Awareness - (test pool = mental+Awareness)
Brawl
Computers - Yeah right
Commerce - This is the ability to bring goods to market. Knowledge of how and where to get products and how and where to sell them. Who to bribe. Insight that allows you higher levels of the Trade Influence. You know who to contact and opportunities that may arise in other corners of the world. Where and how to purchase goods or services in the mortal world. In the Middle Ages there was little to no definition between Legal and illegal, just availability and knowing where to get something.
NOTE: This is a prerequisite for Trade Influence. You can not have more Trade then Commerce.
Crafts - There is an addition to this. In the Middle Ages Crafts encompassed much of what would latter become formalized sciences. Architecture, Metallurgy and other similar crafts/sciences are now categories in Crafts (including the written word). Otherwise it is still the same.
Dodge
Empathy - (test pool = Socal+Empathy)
Hearth Wisdom - This covers what general mortals and peasants believe (though many nobles may believe it also they rarely show this as it is "below" them to have such superstition). Random knowledge based on Old wives tales, rumors, travelers, traders. Things like what herbs calm a stomach, what peasants believe will keep the boogie man out of their house at night. This is not always fact and it is not Lore, thought there may be interesting tidbits of truth mixed in with all the superstition.
This is something the old spinster that the villagers go to for help curing a child would have.
Intimidation
Investigation
Leadership - This is mostly the same. You can use Leadership as a test when trying to manipulate the facts. If you are charged with something or defending someone you can attempt to sway someones view with a Leadership test (test pool = Social+Leadership OR Mental+Leadership can be used for "LAW" type challenges where logic might come into play)
Note: to control/lead armies, people or Cainites you must have leadership.
Legerdemain - This is the facility of manual dexterity, slight of hand. You can use this to pick pockets or entertain and distract a crowd. You can juggle, palm objects, do card tricks. The traditional "magician" as a performer is based off this skill. It can be used as either a physical or social test (if you are entertaining a crowd)
Linguistics - You must have Linguistics - Latin if you wish to learn Academics above one dot, read and write or interact with the higher levels within the Church.
Lore - Mostly the same. This is knowledge of supernaturals and their structures. Individual Clans, more than basic knowledge of other Cainites and other supernatural creatures. Unlike the modern world knowledge was horded in the Middle Ages. It gave power and an edge. You will generally need to seek out a teacher for most Lores. Supernaturals did not tend to intermingle and share knowledge about themselves and how their society works. Everyone did not know what a Tremere could do unless they saw it with their own eyes not did they know much of what a discipline could do.
Cainite Lore x 1. Will let you know about the common disciplines and the low level powers (up to lvl 2) that you have not seen (this means directly in game or through your history that a ST agree's that you have encountered it) or that is not part of your own in-clan disciplines. This will let you know about level three or one level higher in a in-clan discipline that you possess. It does not let you know details about clan specific disciplines. You also know the Standard high and Low Clans but not really what they can do. You can not "learn" about disciplines you have not personally witnessed by simply talking to someone, you must learn the Lore.
Cainite Lore x 2. You know about the intermediate powers of common disciplines (up to level 4) that you have not seen. You know what your in-clan disciplines can do at a advanced level. You know what the basic powers of specialty disciplines for common clans can do (Dementation, Protean, Obtenebration, Viscissitude, Quietus and Serpentus. You know Capadocians can talk to and play with the dead and that Tremere can do things with fire and learn things from blood)
There will be more on Lore latter
Medicine - You can no longer preserve blood as the needed equipment does not exist. You can however double the healing rate of a mortal with a successful test. This includes things like the use of leeches, some herbology for healing or poisoning mortals.
Melee
Occult - If you have thaumaturgy you con not have a ritual at a level higher than your Occult skill.
Performance
Politics - The art of influence trading and favors is extensive among not just mortals but also in Vampire society. Through intrigue, observation, learning from a mentor or sire you have learned how to manipulate the system and handle appearances to you benefit. You can read between the lines when it comes to court intrigue and politics.
NOTE: This is a prerequisite for Court Influence. You can not have more Court then Politics.
Ride - You are knowledgeable in the care and management of riding animals. You can ride any animal that has been trained to hold a rider or teach a horse to accept one. You can not teach more exotic riding animals to be ridden but are capable of riding one. This also encompasses driving a wagon, buggy or carriage and how to hitch up draft animals.
Scrounge - You are exceptionally at tracking down and locating hard to find objects. You can locate specialty items, books, rumors weapons or armor. This is generally a Mental test but can be used with Social if haggling.
Security - Good to have if you want to slip into somewhere without getting caught or set a perimeter that you do not want to be easily breached. It covers guard patrols and traps and such like in DnD
Seneschal - This is the knowledge and ability to administer and manage holdings. Coordinate households, castles, or kingdoms. Logistics in every way relating to large groups or domains. Maintaining repairs, food stores and staff.
Stealth
Subterfuge
Survival - Survival and Streetwise are the same in the Middle Ages. Survival includes the knowledge of low level guild markings, knowledge of how to learn the happenings on the street and so forth.
NOTE: This is a prerequisite for Street Influence. You can not have more Street then Survival.
Theology - There are two areas in this skill and you must choose which one you are purchasing. You can learn both but they are treated as separate skills.
The first is Theology - God. The study of Gods will, the bible and the Church.
The Second is Theology - Pagan. Pagan lore, knowledge and practices. How to worship, where and so forth.
NOTE: This is a prerequisite for Church/Religion Influence. You can not have more Church/Religion then Theology.