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Skill Specializations, Fighting Styles, and various Merits have now been combined into a single mechanic. Effectively, a Specialization is a 1-to-5 rated “subskill” of the main Skill. So long as you possess at least one dot in the appropriate Specialization, you add 1 die to that Skill's dice pool when you perform an action within the Specialization's Context. Additionally, each dot level (from 1 to 5) of the Specialization provides additional benefits or options that may be chosen when operating within the Specialization's Context.
All Skill Specializations, including “Fighting Styles”, are limited by the character's level in the associated Skill: the total number of Skill Specialization dots that a character may possess for any Skill is equal to twice that Skill's rating. Thus, a character could not purchase the fifth dot of any Brawl-based Fighting Style until he had purchased his Brawl skill at 3 dots. Styles must be purchased sequentially; each level of a Style costs (2 x new level) experience. Additionally, certain base Merits have been rolled into Specialties: Brawling Dodge, Weaponry Dodge, Fighting Finesse, Quick Draw, and Gunslinger are now all part of various Specialty trees.

Physical SpecialitiesEdit

Athletics SpecialtiesEdit

AcrobaticsEdit

Prerequisites: Dexterity •••

Context: Must be performing gymnastic or acrobatic maneuvers.

• Perfect Balance – You may ignore up to your Dexterity worth of penalties due to uneven terrain, narrow ledges or unsure footing.
•• Running Leap – Roll Strength + Athletics to jump your Speed vertically by twice your Speed horizontally, +1 yard (vertical or horizontal) per success.
••• Athletics Dodge – your Dodge becomes the higher of (Dexterity+Athletics) or (Dexterity+Wits).
•••• Hurdle – Jumping becomes a Rote action.
••••• Freestyle – Push yourself Physically to make all climbing and jumping rolls Reflexive actions for the rest of the scene. You lose this benefit if you stop moving acrobatically, but may re-activate it by Pushing yourself Physically again.

ClimbingEdit

(This started as the 'Spelunking' merit from Book of the Dead)

Prerequisites: Dexterity ••, Strength ••

Context: Must be climbing.

• Sure Footed – You may ignore up to 2 dice worth of penalties to Speed or balance due to difficult terrain or cramped conditions while climbing.
•• Cave Sense – Halve all penalties to climbing rolls due to insufficient light.
••• Squeeze Through – you may Push yourself Physically to move at half your speed through a tight space, as if your Size were reduced by 2.
•••• Free Climb – Reduce the penalties for insufficient equipment by 3 dice, and Climbing becomes a Rote action.
••••• Born to the Cave – Push yourself Physically to make all climbing rolls Reflexive actions for the rest of the scene. You lose this benefit if you stop climbing, but may re-activate it by Pushing yourself Physically again.

RunningEdit

(this started as the 'Parkour' merit from Strange Alchemies)

Prerequisites: Dexterity •••

Context: Must be running (moving at doubled speed) for 3 consecutive turns.

• Flow – All environmental penalties for running, jumping and climbing are reduced by your Dexterity.
•• Cat Leap – All falling damage is reduced by 1 health level.
••• Wall Run – you may climb up to your Speed + Athletics Skill feet, +1 foot per success on a Dexterity+Athletics roll.
•••• Traceur – running becomes a Rote action
••••• Freeflow – Push yourself Physically to make all running, jumping and climbing rolls for the remainder of the scene become Reflexive actions. You lose this benefit if during any turn you move at less than running speed, but may re-activate it by Pushing yourself Physically again.

Weight-LiftingEdit

(this was built out of the Strong Back Merit from pg. 113 of the core World of Darkness book. The remaining dots were created to make a full Style.)

Prerequisites: Strength •••

Context: Must be lifting or carrying an object.

• Strong Back – You gain +1 to your effective Strength when determining your maximum lifting weight, and +1 to your effective Stamina when determining how long you can carry a load before making a fatigue roll.
•• Grip – Negate up to your Dexterity worth of penalties when lifting an awkwardly-shaped object.
••• Deadlift – Push yourself Physically to double your lifting capacity for a single action.
•••• Heave and Hurl – Add your Dexterity to your maximum throwing range.
••••• Pack Mule – Push yourself Physically to automatically succeed your next fatigue roll, and double the time before making your next fatigue roll.

SwimmingEdit

(this was built out of the Strong Lungs Merit from pg. 113 of the core World of Darkness book. The remaining dots were created to make a full Style.)

Prerequisites: Stamina ••

Context: Must be in water.

• Tread Water – You do not suffer penalties to your Athletics rolls while swimming.
•• Dive Training – You may ignore up to -2 dice worth of environmental penalties when swimming.
••• Strong Lungs – Add +2 to Stamina when determining how long you can hold your breath.
•••• Distance Swimmer – Double the duration between making Fatigue rolls while swimming.
••••• Competition Form – You may swim underwater at your full speed, and swimming becomes a Rote action.

Thrown WeaponsEdit

(this began as the 'Shurikenjutsu' fighting style from Armory Reloaded)

Prerequisites: Dexterity ••, Wits ••, Weaponry •

Context: Must be making an attack with a thrown projectile.

• Distance – Double your throwing distance for thrown projectiles that do not require a roll to lift.
•• Quick Draw – Drawing and throwing a weapon may be done as a single action.
••• Instinctive Aim – Reduce the called shot penalty by -1 at short range or by -2 within half of short range.
•••• Hurl – Forgo your defense to add your Strength to damage when throwing a weapon.
••••• Flurry of Throws – Push yourself Physically to make one additional Dexterity+Athletics throwing attack for each dot of Wits above 2.

Brawl SpecialtiesEdit

All Brawl fighting styles have been split into five core Specialties: Hard Striking, Defensive Striking, Fast Striking, Grappling, and Throwing. “Blended” fighting styles may also be constructed, which pick and choose their Maneuvers at each level between all five core styles. All Brawl Specialties are Fighting Styles.

Defensive BrawlingEdit

Prerequisites: Dexterity •••, Strength ••

Context: Must be engaged in melee combat while unarmed.

• Brawling Dodge – your Dodge becomes the higher of (Dexterity+Brawl) or (Dexterity+Wits) vs unarmed attacks.
•• Duck and Weave – Your Defense becomes the higher of your Dexterity or Wits vs unarmed attacks.
••• Defensive Strike – -2 to your attack dice pool to increase your Defense by 2 vs unarmed attacks.
•••• Flowing Defense – Your Defense is not reduced by any missed attacks you receive in a turn, or by the first (Brawl Skill) successful unarmed attacks you receive per turn.
••••• Counterstrike – When declaring a full Dodge, if an opponent's attack misses, you may Push yourself Physically to forfeit the remainder of your Defense for the turn and perform a Brawl attack against them, ignoring their Defense as well.

Fast StrikingEdit

Prerequisites: Dexterity •••, Strength ••

Context: Must be engaged in melee combat while unarmed.

• Immediate Defense – Add your Brawl Skill to your Initiative when fighting unarmed.
•• Brawling Finesse – you may use Dexterity+Brawl instead of Strength+Brawl to strike.
••• Snap Strike – one extra Brawl strike per turn.
•••• Whirlwind Strike – Push yourself Physically for one extra Strength+Brawl strike per turn for each dot of Dexterity above 2. (You may not combine this with Brawling Finesse).
••••• Destroy Defense – each successful Brawl strike vs. an opponent cumulatively reduces that opponent's Defense against further Brawl strikes by 1, to a minimum Defense of 0.

GrapplingEdit

Prerequisites: Strength •••, Stamina ••

Context: Must be engaged in melee combat while unarmed.

• Sprawl – Subtract higher of your (Strength + 1) or (Dexterity + 1) from opponent's dice pools when grappling.
•• Grab – Strength + Brawl parry; if you get more successes apply them as a grapple.
••• Chokehold – Each turn you grapple your opponent, they suffer a -1 cumulative penalty. After (Stamina) turns, they fall unconscious.
•••• Submission Hold – If you achieve more successes with your grappling attack than your opponent's Stamina, they cannot perform any action without suffering 1L damage until you let go.
••••• Neck Snap – after successfully grappling an opponent, you may deal Lethal damage with further grapple attacks.

Hard StrikingEdit

Prerequisites: Strength •••, Stamina ••

Context: Must be engaged in melee combat while unarmed.

• Body Strike – Any strike that exceeds the target's Stamina or Resolve stuns automatically.
•• Focused Strike – Reduce called shot and armor penalties for Brawl attacks by a total of 2.
••• Unbalancing Strike – Any strike that exceeds the target's Size knocks the target back 1 foot per extra success.
•••• Haymaker – Any strike that exceeds the target's Stamina and Resolve causes automatic knockout.
••••• Brutal Strike – Push yourself Physically to inflict lethal damage with a strike.

ThrowingEdit

Prerequisites: Strength •••, Stamina ••

Context: Must be engaged in melee combat while unarmed.

• Receiving – You may reflexively stand up from prone, and reduce damage from falls and throws by 1.
•• Takedown – Succeed in a grappling attack to drop the target prone rather than securing a hold.
••• Throw – Strength + Brawl parry; if you get more successes apply them as a throw. May immediately throw any grappled opponent by applying extra grapple successes as a throw.
•••• Fast Grip – Push yourself Physically for one extra Strength + Brawl throw or grapple per turn vs. a different target for each dot of Dexterity above 2.
••••• Forceful Throw – Push yourself Physically to double the distance you throw an opponent.

Mixed Martial ArtEdit

Prerequisites: Strength •••, Dexterity •••, Stamina ••

Context: Must be engaged in melee combat while unarmed.

• Integration – You may learn maneuvers from multiple Brawl Specialties (see below).
•• Choose – Choose any two-dot Brawl Specialty maneuver if you have learned that Specialty's first-dot maneuver.
••• Choose – Choose any three-dot Brawl Specialty maneuver if you have learned that Specialty's first-dot maneuver.
•••• Choose – Choose any four-dot Brawl Specialty maneuver if you have learned that Specialty's first-dot maneuver.
••••• Choose – Choose any five-dot Brawl Specialty maneuver if you have learned that Specialty's first-dot maneuver.

Drive SpecialtiesEdit

Stunt DrivingEdit

(This is the "High Performance Driving" Style from Midnight Roads, expanded to 5 dots.)

Prerequisites: Dexterity •••, Resolve ••

Context: Must be driving a land vehicle

• Speed Demon – Negate all penalties for driving past a vehicle's Safe Speed.
•• Bootlegger – Roll Dexterity + Drive + Handling to make a hairpin U-turn.
••• Stunt Driver – Driving rolls become Reflexive actions, and you may always use the higher of Dexterity+Drive or Resolve+Drive as your dice pool.
•••• Safe Passage – All environmental penalties for driving are reduced by your Dexterity.
••••• Offensive Driving – Push yourself Physically or Mentally and lose 1 point of your vehicle's Structure to halve your opponent's Acceleration and Handling during a pursuit scene.

MotorcyclingEdit

Prerequisites: Dexterity •••, Composure ••

Context: Must be driving a motorcycle

• Perfect Balance – Apply your full Drive skill to riding a Motorcycle.
•• Twitch Response – Driving rolls on a motorcycle become Reflexive actions and gain 9-again.
••• Weave Through Traffic – Use Defense when driving; may use Defense+Drive as your Dodge.
•••• Bat Out of Hell – Push yourself Physically to accelerate from a stop to maximum Speed in a single action without a roll.
••••• Full Throttle – Push yourself Physically or Socially to increase your top Speed by 20%.

CruisingEdit

Boats: WIP

••
•••
••••
•••••

FlyingEdit

Aeroplanes etc.: WIP

Firearms SpecialtiesEdit

All Firearms Specialties are Fighting Styles.

ArcheryEdit

Prerequisites: Dexterity ••, Strength ••, Athletics ••

Context: Must be firing a bow and arrow.

• Draw and Loose – +1 effective Strength for any bow's damage, range and minimum Strength requirement
•• Rapid Nock – reload once per turn as a reflexive action.
••• Arcing Fire – double the range of any bow your character uses.
•••• Plunging Fire – if firing outside, you may arc a shot high to ignore non-vertical concealment.
••••• Rapid Fire – Push yourself Physically for one extra Strength+Firearms attack per turn for each dot of Dexterity above 3.

PistolsEdit

Prerequisites: Dexterity •••, Wits ••

Context: Must engaged in ranged combat while wielding pistols.

• Quick Draw – Drawing and firing becomes a single action.
•• Quick Reload – Reload once per turn as a reflexive action.
••• Gunslinger – You may wield one pistol in each hand, granting you an extra Dexterity + Firearms attack per turn. Unlike other Extra Attacks, you only lose your Defense if both attacks are against different targets. The second attack suffers a -2 off-hand penalty unless you possess the Ambidextrous Merit. You may use Quick Draw or Quick Reload to reflexively draw or load two pistols simultaneously.
•••• Gun-Fu – targets do not gain their Defense when at close range.
••••• Fanning Fire – Push yourself Mentally to perform one extra Dexterity+Firearms attack per turn for each dot of Wits above 2, +1 additional attack per dot of Dexterity above 3 if wielding a pistol in each hand. Every other attack suffers a -2 off-hand penalty unless you possess the Ambidextrous Merit.

AutomaticsEdit

Prerequisites: Dexterity ••, Composure •••

Context: Must engaged in ranged combat while wielding a semi-automatic or fully-automatic firearm.

• Shoot First – If your gun is already drawn, add your Firearms skill to your Initiative during the first turn of any engagement.
•• Tactical Reload – Reload a clip-fed firearm once per turn as a reflexive action.
••• Controlled Burst – May specify the number of bullets in an attack (up to the lower of the weapon's full burst rate or your Composure); attack is -1 die per extra bullet, but each success deals the weapon's full damage (up to the number of bullets fired). Further successes add +1 to damage as normal. May not combine with an aimed attack, and armor is subtracted from each bullet that hits.
•••• Bayonet Range – targets do not gain their Defense when at close range.
••••• Rapid Fire – Push yourself Socially to perform one extra Dexterity+Firearms attack per turn for each dot of Composure above 2. May not combine with an aimed attack or a Controlled Burst.

SnipingEdit

Prerequisites: Dexterity •••, Resolve •••, Stealth ••

Context: Must be using a scoped firearm while not actively engaged in combat.

• On Scope – Add your Resolve to your aiming bonus maximum, up to Resolve+Composure turns.
•• Battle Sights – Add your (Wits x5 / x10 / x20) to your range groups, and double the number of shots that benefit from sighting.
••• Focused Shot – Ignore a number of dice of penalties to sniping shots equal to your Resolve.
•••• Tactical Intervention – halve all penalties for concealment and shooting into close combat.
••••• One Shot, One Kill – Push yourself Socially to add your Composure in automatic damage to any aimed shot.

Larceny SpecialtiesEdit

Sleight of HandEdit

Lock PickingEdit

Breaking & EnteringEdit

???Edit

???Edit

Stealth SpecialitiesEdit

ShadowingEdit

HidingEdit

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Survival SpecialtiesEdit

EnduranceEdit

Prerequisites: Stamina •••, Resolve •••, Athletics ••

Context: Must be actively resisting poison, infection, or injury.

• Natural Immunity – +2 to Stamina to resist infection, sickness and disease.
•• Toxin Resistance – +2 to Stamina to resist poisons and toxins.
••• Iron Stamina – Treat each of your Resistance traits as 2 higher when determining wound penalties.
•••• Quick Healer – Heal bashing and lethal damage at double the normal rate.
••••• Push Through – Add Survival to Resolve+Stamina rolls to remain conscious.

ForagingEdit

Prerequisites: Wits ••, Stamina ••, Composure ••, Science, Crafts or Academics •

Context: Must be attempting to gather natural resources.

• Find Sustenance – Wits + Survival roll to gather food; need successes equal to a creature's Size to feed it for one day. Left-over successes may be applied as dice to tomorrow's roll.
•• Identify Poisons – Wits + Survival roll to determine whether potentially poisonous species are edible. You also gain an ability to push through squeamishness to eat foods you normally wouldn't – you require one less success on a Wits + Survival roll to find sustenance for yourself.
••• Preserve Food – Logic + Survival roll to save gathered food; each success will save a just-gathered batch of sustenance for one day and render it suitable for transportation.
•••• Find Medicine – Logic + Survival roll to find medicinal plants, each success provides enough to give a +1 equipment bonus to a single Medicine roll.
••••• Trail Gourmet – Savvy + Crafts roll to turn a gathered meal into something impressive, regaining one Morale for anyone who eats it.

NavigationEdit

Prerequisites: Wits •••, Stamina ••

Context: Must be attempting to navigate an area that you have some familiarity with or understanding of.

• Direction Sense – Wits + Survival roll to orient yourself or retrace your steps.
•• Outdoorsman – Ignore up to -3 worth of environmental penalties when navigating.
••• Territorial Familiarity – Add +2 to all Survival rolls to navigate.
•••• Short Cut – May add your Survival skill to any pursuit dice pools, as the pursuer or pursued.
••••• One with Nature – Survival skills become Rote actions.

TrackingEdit

Prerequisites: Wits ••, Savvy ••, Animal Ken or Investigation •

Context: Must be attempting to follow someone or something based on evidence left behind.

• Read Tracks – Wits + Survival roll to determine what moved through the area recently. More successes allow you to read older tracks.
•• Follow Trail – Wits + Survival roll to pursue a target by following its trail; the less fresh the trail, the harsher the penalties.
••• Hide Tracks – May make a Savvy + Survival roll to hide your tracks; successes penalize anyone's attempts to follow your trail.
•••• Predict Path – Savvy + Survival roll to predict where your quarry is going.
••••• Run Down – May Push yourself Mentally to make an opposed pursuit check a Rote action, and remove your opponent's 10-again. If both parties use Run Down, they cancel each other out.

WeatherEdit

Prerequisites: Wits •••, Occult or Science •

Context: Must be attempting to predict the weather.

• Read Portents – Wits + Survival roll to guess the likely weather for the next scene or the next day.
•• Shelter – May ignore up to your Stamina in environmental penalties from bad weather.
••• Forecast – Logic + Survival to predict the weather for 1 day per success.
•••• Patterns of Nature – +2 dice to all Weather prediction rolls.
••••• Butterfly Wings – Logic + Survival to devise a plan to create a certain kind of weather over a given area. Note that this may require cloud seeding, starting forest fires, or other similar actions.

Weaponry SpecialtiesEdit

All Weaponry fighting styles have been split into six core Specialties: Fast Light Weapon, Aggressive Light Weapon, Dual Light Weapons, Flexible Weapons, and Heavy Weapons. “Blended” fighting styles may also be constructed, which pick and choose their Maneuvers at each level between all five core styles.

Fast Light WeaponEdit

Prerequisites: Dexterity •••, Wits ••

Context: Must be engaged in melee combat while wielding a light or flexible weapon.

• Quick Draw – you may draw and attack as a single action, and add your Weaponry skill to your Initiative modifier if you do so on your first action.
•• Weaponry Dodge – Your Dodge becomes the higher of (Dexterity+Weaponry) or (Dexterity+Wits).
••• Feint – you may make a Dexterity+Weaponry attack, but deal no damage. Instead, each success reduces your opponent's Defense by 1 vs. your next attack.
•••• Targeted Attack – reduce the total attack penalties from called shots and armor by 2.
••••• Counter-attack – Push yourself Physically when utilizing a Full Dodge to make a Riposte; afterwards, you still gain your full Defense for the remainder of the turn (but not your Dodge defense).

Aggressive Light WeaponEdit

Prerequisites: Dexterity •••, Strength •• Context: Must be engaged in melee combat while wielding a light blade (saber, rapier, katana or similar weapon).

• Thrust – Your attack gains 1 point of Armor-Piercing.
•• Fighting Finesse – you may use Dexterity+Weaponry instead of Strength+Weaponry when making an attack.
••• Riposte – Dexterity + Weapon parry; if you get more successes apply them as an attack.
•••• Deep Cut – Push yourself Physically to add Strength extra damage to your Dexterity+Weaponry attack.
••••• Flurry Attack – Push yourself Physically to perform one extra Strength+Weaponry attack per turn for each dot of Dexterity above 3. (You may not combine this with Fighting Finesse).

Dual Light WeaponsEdit

Prerequisites: Dexterity •••, Strength ••

Context: Must be engaged in melee combat while wielding a pair of light weapons, such as knives, batons, or short swords.

• Whirling Blades – Your Dodge is not reduced by the first (Weaponry) missed attacks you receive in a turn.
•• Deflect and Thrust– -2 to attack dice pool to increase your Defense by 2.
••• Follow-Up – one extra Weaponry attack per turn against the same target.
•••• Fluid Attack – one extra Weaponry attack per turn against a different target.
••••• Whirlwind Attack – Push yourself Physically to perform one extra Strength+Weaponry attack per turn against a different adjacent target for each dot of Dexterity above 2. No single target may be attacked more than once. (You may not combine this with Fighting Finesse).

Flexible WeaponEdit

Requirements: Dexterity •••, Strength ••

Context: Must be engaged in melee combat while wielding a long, flexible weapon, such as a chain or whip.

• Impenetrable Defense – Add +2 to your Dodge.
•• Fighting Finesse – you may use Dexterity+Weaponry instead of Strength+Weaponry when making an attack.
••• Hand Bind – Strength + Weaponry parry; if you gain more successes apply them as a grapple. Alternatively, you may perform a direct grapple as a base attack; success only deals 1 bashing damage, but knocks the target out.
•••• Whirl and Thrust – sacrifice your Defense to reduce called shot and Defense penalties by up to your Dexterity.
••••• Sweep Attack – Push yourself Physically and forgo your Defense to make a single Strength+Weaponry attack against every target (friend or foe) within range of your weapon, subtracting each target's Defense from the number of successes achieved instead of from the attack dice pool.

Heavy WeaponEdit

Prerequisites: Strength •••, Stamina ••


Context: Must be engaged in melee combat while wielding a heavy sword, mace, short lance, or similar weapon.

• Ward – add +1 to your Defense.
•• Fool's Guard – Strength + Weaponry parry; if you gain more successes apply them as an attack.
••• Half Sword – attack deals an extra 2 damage if it hits.
•••• Doubling Cut – one extra Weaponry attack per turn vs. the same target.
••••• Wrathful Cut – Push yourself Physically to add your Weaponry skill in extra damage to an all-out attack.

Social SpecialitiesEdit

Animal Ken SpecialtiesEdit

TrainingEdit

RidingEdit

BehaviorEdit

Breeding & RaisingEdit

Empathy SpecialtiesEdit

TherapyEdit

ProfilingEdit

???Edit

???Edit

Expression SpecialtiesEdit

Dance (Ballet, etc.)Edit

Prerequisites: Dexterity •••, Athletics ••

Context: Must be performing an acrobatic dance.

• Turn-Out – Environmental penalties for running, jumping and dancing are reduced by your Dexterity.
•• Ballon – Use the higher of Strength+Athletics or Dexterity+Athletics when jumping.
••• Pirouette – add +1 to your Dodge.
•••• Battement – add +1 damage to all successful kick strikes, and reduce the called shot penalty by 1.
••••• Elevation – add your Athletics Skill to your Dexterity+Expression dice pool when dancing.

Combat Art (Capoeira, etc.)Edit

Prerequisites: Dexterity •••, Brawl ••

Context: Must be fighting an opponent in melee combat, with spectators.

• Flourish – Roll Dexterity + Expression + Intimidation to impress or frighten others.
•• Staged Combat – Roll Dexterity + Brawl + Expression as a teamwork action with your opponent to attempt to “fake a fight”. Observant spectators may roll Wits + Brawl to attempt to notice the deception.
••• Dancing for Mars – Roll Dexterity + Expression + Brawl when incorporating martial arts into a performance.
•••• Fancy Footwork – Dexterity + Expression parry; subtract any net successes from your opponent's Initiative.
••••• Function Follows Form – Push yourself Physically to add half your Expression Skill to your Brawl and Defense for the rest of the turn.

Speech (Songs, etc.)Edit

Writing (Books, Articles, etc.)Edit

Intimidation SpecialtiesEdit

InterrogationEdit

???Edit

???Edit

???Edit

???Edit

Persuasion SpecialtiesEdit

DebateEdit

Prerequisites: Savvy •••, Logic •••, Investigation •, Academics •

Context: Must be engaged in persuasive debate with an opponent, with the intent of swaying an audience.

• Reference – you may roll Logic + Persuasion + Academics as an extended, opposed roll vs. your opponent's Wits + Persuasion to attempt to persuade someone using a combination of logic and common knowledge. The first side to gain a number of successes equal to the other's Resolve + Composure wins the debate, successfully persuading the other or successfully rebuffing persuasion.
•• Dilemma – when engaged in an extended, opposed Persuasion test, you may roll Wits + Persuasion; rather than adding to your accumulated successes, each success represents one turn in which your opponent cannot gain ground on you. They still make their opposed roll, but any successes in excess of yours are ignored.
••• Flow of Debate – when engaged in an extended, opposed Persuasion test, you may change the subject or the intent of your persuasion without losing previously accumulated successes.
•••• Retort – when subjected to a Persuasion attempt, you may make a Wits+Persuasion Parry; extra successes are applied as a Persuasion attempt against your opponent.
••••• Elocution – one extra Logic+Persuasion attack per turn for each dot of Wits above 2.

Social ManeuversEdit

Prerequisites: Presence •••, Savvy ••, Socialize •, Empathy •, Subterfuge •

Context: Must be engaged in casual social maneuverings.

• Honeyed Tongue – examine the target for one scene, then roll Savvy + Socialize + Empathy vs. the target's Presence + Composure; success places the target at -3 to all resistances to your Persuasion rolls for the scene.
•• Stick and Move – Push yourself Socially and roll Presence + Subterfuge vs. target's Wits + Empathy; success grants you their Presence as a bonus to all Persuasion rolls vs. the target.
••• New Approach – Push yourself Socially to force both sides of a contested social skill roll to be re-rolled.
•••• Chip Away – Push yourself Socially while making a Sway attempt to also deal one point of casual Morale damage per net success over the target's Sanity.
••••• Between the Lines – one extra Presence+Persuasion attack per turn for each dot of Savvy above 2.

Small Unit TacticsEdit

Prerequisites: Presence •••, Composure ••, Empathy •, Politics •, Persuasion (Leadership) Specialization. Context: Must be commanding a group of subordinates, who have all trained together under your command to understand and accept your orders. “Training” may be represented in-game by purchasing Tactics together (see Hunter: the Vigil for available Tactics).


• Battle Awareness – Add a total bonus equal your Persuasion skill to your subordinates' Initiative, divided among them as you choose. You may make a reflexive Wits + Empathy roll at the beginning of any engagement; each success grants you knowledge of one other combatant's Initiative score, before you choose to allocate Initiative bonuses.
•• Priority Targets – You may re-allocate the Initiative bonuses granted from Battle Awareness from turn to turn.
••• Command Overwatch – Push yourself Socially to add the normal effects of Pushing to one of your subordinates' rolls, or to initiate one Tactic that your team has trained in.
•••• Inspiring Presence – Roll Presence + Persuasion while giving your team a motivational speech; on a success, each member regains 1 Will point or 1 Morale point (their choice).
••••• Buddy System – Push yourself Socially to allow any member of the team to perform a teamwork action after-the-fact, rolling their dice pool and then re-rolling their successes as a second dice pool, adding that many successes to their teammate's current rolled action. This can turn a just-rolled failure into a success, or bolster a just-rolled success into an exceptional success.

SeductionEdit

Socialize SpecializationsEdit

CarousingEdit

EtiquetteEdit

First ImpressionsEdit

???Edit

???Edit

Streetwise SpecializationsEdit

Black MarketsEdit

Crime CultureEdit

Subterfuge SpecializationsEdit

DisguiseEdit

LyingEdit

???Edit

???Edit

Mental SpecialitiesEdit

Academics SpecialtiesEdit

HistoryEdit

Cultural StudiesEdit

ReligionEdit

LiteratureEdit

SociologyEdit

Computer SpecialtiesEdit

Data AnalysisEdit

ProgrammingEdit

Graphic DesignEdit

Business SoftwareEdit

Internet UsageEdit

Crafts SpecialtiesEdit

Crafts Specialties all work identically within their purview, and are only separated by what kind of Crafts they encompass.

(Varies by type of Craft)Edit

Prerequisites: Wits ••, Logic ••, Investigation •, Academics • or Science •

Context: Must be examining, repairing, designing or building a new object or piece of equipment.

• Technical Training – You can attempt to repair or manufacture the types of objects governed by this Specialization without suffering a penalty to your Crafts roll.
•• Make Do – You may ignore up to -2 dice worth of penalties to your Crafts rolls due to shoddy tools or supplies.
••• Crafter's Sense – You may roll Wits + Crafts to diagnose a problem with an item you are repairing or crafting.
•••• Technophile – You may Push yourself Mentally to roll Wits + Crafts in order to remember some trivial detail about an object you are interacting with, that you may have read somewhere. Each success gives you a +1 die situational bonus to your next roll to interact with the object. This may apply to more than Crafts rolls – Firearms, Weaponry, Drive, Computer, Science and so on are all potential dice pools that can gain this bonus.
••••• Vision – You may Push yourself Mentally to roll Logic + Crafts before beginning an Extended task to design or build a new piece of equipment. Each success grants you +1 die to each dice pool roll in your extended action, and grants you one additional roll that you may make during your extended action.

Investigation SpecialtiesEdit

ForensicsEdit

Prerequisites: Wits + Composure •••••, Science •

Context: Must be making a Perception roll or analyzing a scene to determine past events.

• Trained Observer – Add +1 to all Perception rolls, and ignore up to 3 points of penalties on Perception rolls.
•• Analyze Clues – Make a Logic + Investigation roll to try to determine what happened within a particular scene, based on the evidence, modified both by the time past since the event occurred, and by how much the scene has been disturbed since the event occured. Success determines the level of detail exposed by your analysis.
••• Eye for Detail – All Perception rolls become Rote actions.
•••• Trained Memory – You no longer need to make Logic+Wits rolls to remember the fine details of past experiences.
••••• Just the Facts – Push yourself Mentally to give any Investigation roll the Rote quality.

EnigmasEdit

WIP: need • to ••••• powers for this Specialty

WIP: need more Investigation Specialties

Medicine SpecialtiesEdit

Trauma ResponseEdit

Prerequisites: Wits ••, Logic ••, Dexterity ••, Science •

Context: Must be attempting to treat a recently injured person.

• First Aid – May roll Wits+Medicine to attempt to stabilize someone with full Lethal damage, at a -1 penalty per point of Aggravated damage the target has taken.
•• Patch Up – May roll Dexterity+Medicine to attempt to heal bashing damage; each success heals one point of bashing damage. This process takes one turn per point of damage (of any type) the target has. May only attempt this once per target per scene.
••• Fast Response – May roll Wits+Medicine to attempt to keep aggravated damage from worsening (for example, putting a severed arm on ice and bandaging the stump successfully). For each success rolled, one point of aggravated damage may be treated as lethal damage later when in surgery.
•••• Transport Litter – May roll Dexterity+Medicine to attempt to move an injured person without worsening their injuries. This may be done as a Teamwork effort. The total number of successes must exceed the target's lethal or aggravated wounds.
••••• Field Triage – May roll Dexterity+Medicine to attempt to heal lethal damage that was dealt this scene; every 2 successes converts one point of lethal damage into bashing damage. This process takes one turn per point of damage (of any type) the target has. May only attempt this once per target per scene.

SurgeryEdit

Prerequisites: Resolve •••, Dexterity •••, Logic ••, Science • with Biology Specialization.

Context: Must be attempting to treat an injured person while under medical care.

• Plan Surgery – May roll Logic+Medicine to determine how injured someone is, and what can be done to help them. Each success reduces penalties for further surgery rolls by 1.
•• Repair Injury – May roll Dexterity+Medicine to attempt to heal lethal damage; each success converts one point of lethal damage into bashing damage. This process takes ten minutes to perform per point of lethal damage the target has, and may only be attempted once per patient per day.
••• Microsurgery – May roll Resolve+Medicine to attempt to treat aggravated damage that was dealt within the past (Stamina) days; each success converts one point of aggravated damage into two points of lethal damage. This process takes one hour to perform per point of aggravated damage the target has, and may only be attempted once per patient per day. This roll may not be attempted on a patient whose last health box is filled with lethal or aggravated damage.
•••• Organ Repair – May roll Logic+Medicine to attempt to undo Flaws caused by healing aggravated damage. On a failure, one point of lethal damage is caused per die rolled. On a success, a single point of lethal damage damage is dealt, but no repairs are made. On an exceptional success, the patient loses the Flaw, but takes one point of aggravated damage.
••••• Medical Miracle – As per Microsurgery, but the dice pool is Resolve+Medicine, each point of aggravated damage is converted into a single point of lethal damage, and you may attempt this roll even if the patient's last health box is full of lethal or aggravated damage. This process may only be attempted once per patient, until the patient has fully healed.

Holistic MedicineEdit

Prerequisites: Composure •••, Empathy •, Science • with Biology and Biochemistry Specializations.

Context: Must be attempting to treat an injured person while under medical care.

• Detachment – Ignore up to your Resolve worth of penalties to any Medicine rolls, and do not become nauseated by exposure to body fluids.
•• Bedside Manner – May roll Composure+Medicine to put your patient at ease; on a success, add your Composure to their Stamina when rolling to avoid after-effects from injuries.
••• Holistic Treatment – May roll Composure+Medicine when first beginning to treat a patient; the patient's healing rate is doubled for one day per success while under your care.
•••• Intuitive Diagnosis – Wits+Medicine diagnosis rolls may be made as instant actions.
••••• Healer's Hands – May Push yourself Mentally to give any Medicine roll the Rote quality.

Occult SpecialtiesEdit

There are five Occult Specialties, each of which handles a different area of the supernatural. Without the appropriate Specialty, a character may use the Occult skill to make educated guesses about a supernatural event, but at severe penalties.

Magic and Miracles / Mythology and Demons / Faerie and UFO Lore / Spirits and Cryptozoology / Ghosts and the UndeadEdit

Prerequisites: Wits ••, Logic ••, Investigation •, Academics •

Context: Must be examining evidence of the supernatural. Each of the five Occult Specialties applies to a different kind of occult phenomenon. Magic and Miracles applies to Prometheans, magical Artifacts, and Empyrean manifestations; Mythology and Demons applies to the Astral Realms, Dreams, Demons, and Infernals; Faerie and UFO Lore applies to the Hedge, Faeries, Hobgoblins, Tokens, and Changelings; Spirits and Cryptozoology applies to the Spirit World, Fetishes, Spirits, Werewolves, and similar creatures; and Ghosts and the Undead applies to the Underworld, Ghosts, Vampires, Ghouls, Fetters, Revenants and Risen. Mages themselves are an interesting case – while many facts about Mages fall under Magic and Miracles, certain Paths might fall under the purview of their individual Watchtower, instead – Magic and Miracles for Obrimos, Mythology and Demons for Mastigos, Faerie and UFO Lore for Acanthus, Spirits and Cryptozoology for Thyrsus or Ghosts and the Undead for Moros. Which Specialty a particular Magician or spell falls under should ultimately fall to the Storyteller to decide.26

• A Little Knowledge – You are aware that sometimes, the real world does not obey “natural” laws. When confronted with a potentially supernatural event within this Specialization's purview, you are not penalized by trying to fit the experience into the box of “common wisdom”.
•• Familiarity – You know that certain types of supernatural being exist and follow certain rules, and can potentially recognize signs of their influence with sufficient evidence. You may make a Logic + Occult roll when examining evidence to determine what might have caused it.
••• Unseen Sense – when a supernatural phenomenon occurs nearby, you may make a reflexive Wits + Occult roll to notice that the normal laws of nature are being subverted. Each success gives you one clue that you may apply to make a Familiarity rolls to determine what is going on.
•••• Cultural Initiation – You are aware of different types and factions within the supernatural beings you study, and can identify what kind of being you are dealing with, and what its goals and resources might be. You are familiar with some of the creatures' own lingo and culture, and can attempt to interact with them knowledgeably by rolling Savvy + Occult.
••••• Deeper Mysteries – You understand the inner workings of the supernaturals' world and laws, and may attempt to interact with them as a peer, bargaining for favors or power. You may make a Wits + Occult roll to attempt to gauge a supernatural being's powers and abilities by studying its behavior for a scene.

Politics SpecialtiesEdit

Business & FinanceEdit

Law EnforcementEdit

Local GovernmentEdit

Federal GovernmentEdit

MilitaryEdit

Science SpecialtiesEdit

MathematicsEdit

PhysicsEdit

ChemistryEdit

BiologyEdit