Post by Tameh on Jan 27, 2013 15:39:10 GMT -6
When a character has at least four dots in an Attribute or Ability(ABILITY SPECS ARE NOT FREE), 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? Our die roller automatically re-rolls 10's without the use of a special command. Specialties are used in our system in a way that can lower the DC of a specific roll, or perhaps raise the DC for an enemy and in most cases +2 die to certain rolls. All are at ST discretion.
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 Core Book). 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).
Attributes
Strength: Steely Grip(+2 to grapple strength tasks), Lower Body(+2 to lifting tasks), Strength Reserves(+2 to Resisted Grapple tasks), Fists of Steel(+2 Brawling hand to hand damage)
Dexterity: Lightning Reflexes(+2 Attack/Defend tasks), Preternatural Grace(+2 to Balance and speed checks), Nimble Fingers(+2 to performance/stealing or other finger skills)
Stamina: Unbreakable(+2 to soaks), Tireless(+2 to Fatigue tests), Resilient(+2 to KO/Survival Checks)
Charisma: Air of Confidence, Captivating, Commanding Voice, Infectious Humor
Manipulation: Forked Tongue, Unswerving Logic, Doubletalk, Seduction
Appearance: Genial, Exotic, Alluring, Noble Bearing
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
Talents
THESE ALL COST THE SAME AS BUYING YOUR NEXT DOT! Both at creation and with XP
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
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
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
Swimming: Racing, Distance, Sea, Survival, Lifesaving
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
Why are specialties so important? Our die roller automatically re-rolls 10's without the use of a special command. Specialties are used in our system in a way that can lower the DC of a specific roll, or perhaps raise the DC for an enemy and in most cases +2 die to certain rolls. All are at ST discretion.
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 Core Book). 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).
Attributes
Strength: Steely Grip(+2 to grapple strength tasks), Lower Body(+2 to lifting tasks), Strength Reserves(+2 to Resisted Grapple tasks), Fists of Steel(+2 Brawling hand to hand damage)
Dexterity: Lightning Reflexes(+2 Attack/Defend tasks), Preternatural Grace(+2 to Balance and speed checks), Nimble Fingers(+2 to performance/stealing or other finger skills)
Stamina: Unbreakable(+2 to soaks), Tireless(+2 to Fatigue tests), Resilient(+2 to KO/Survival Checks)
Charisma: Air of Confidence, Captivating, Commanding Voice, Infectious Humor
Manipulation: Forked Tongue, Unswerving Logic, Doubletalk, Seduction
Appearance: Genial, Exotic, Alluring, Noble Bearing
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
Talents
THESE ALL COST THE SAME AS BUYING YOUR NEXT DOT! Both at creation and with XP
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
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
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
Swimming: Racing, Distance, Sea, Survival, Lifesaving
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