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Abilities - Knowledges

Abilities illustrate the knacks and proficiencies the character has developed through hard training or from
natural giftedness. In the course of a game, you'll match the Abilities up with appropriate
Attributes to determine a die pool that will be rolled to indicate the character's success or failure. Abilities are
divided into the following three groups of 10: Talents, Skills and Knowledges.
In some cases, you should go ahead and note an area of Doctorateise when you first choose the Ability,
although you won't get the specialty bonus until the Ability reaches four dots. For example, Science is
Knowledge, but it makes little sense not to clarify the branch of science in which the character excels. Your
Storyteller will tell you if such areas of Doctorateise are appropriate for an Ability.
Knowledge Traits usually develop from time spent in formalized classroom training, private tutoring or
rigorous independent study. Most involve the use of Mental Attributes rather than Physical ones. Lupus and
metis characters may have fewer Knowledges than homid characters — which isn't because they're
unintelligent, but just because they haven't sat through years of compulsory schooling. If a character doesn't
have any dots in a Knowledge Ability, she can't make a roll for it. Of course, a Storyteller may decide that
anyone would know to put pressure on a bleeding wound, and thus allow a Medicine roll at a penalty even if a
character doesn't have the Trait.
The additional Abilities are examples of how to expand the Abilities list given in the Werewolf rulebook.
They describe some of the limitless Abilities your character can take and that can help define your character
more completely. Some of these Abilities may seem less useful than the more general ones described in
Werewolf. Some of them are subcategories of the more general Abilities. Your Storyteller is at liberty to decide
exactly how these new Abilities come into play — for instance, whether she wants to introduce the Archery
Skill or default to Dexterity + Athletics for firing a bow. Do whatever works best for your group.

Ability Location Page


Alchemy Book of Shadows, The 26
Animal Lore Croatan Song 111
Animal Speech World of Darkness: Bygone Bestiary 104
Area Knowledge Book of Shadows, The 26
Area Knowledge Werewolf Players Guide 34
Area Knowledge Werewolf Players Guide, 2nd Ed. 33
Astrology Book of Shadows, The 26
Beast Lore World of Darkness: Bygone Bestiary 105
Bureaucracy Kinfolk: Unsung Heroes 49
Computer Werewolf: The Apocalypse 130
Computer Werewolf: The Apocalypse, 2nd Ed. 108
Computer Werewolf: The Apocalypse, Revised Ed. 117
Computer Hacking Book of Shadows, The 27
Cosmology Werewolf Players Guide, 2nd Ed. 33
Cryptography Book of Shadows, The 27
Enigmas Werewolf: The Apocalypse 129
Enigmas Werewolf: The Apocalypse, 2nd Ed. 108
Enigmas Werewolf: The Apocalypse, Revised Ed. 117
Faerie Lore Fianna Tribebook 48
Faerie Lore Tribebook: Fianna, Revised Ed. 70
Feng Shui Stargazers Tribebook 49
Garou Astrology Rage Across the Heavens 110
Healing Croatan Song 112
Herbalism Book of Shadows, The 27
Herbalism Croatan Song 112
Herbalism Werewolf Players Guide 34
Herbalism Werewolf Players Guide, 2nd Ed. 33
History Book of Shadows, The 27
Investigation Werewolf: The Apocalypse 129
Investigation Werewolf: The Apocalypse, 2nd Ed. 109
Investigation Werewolf: The Apocalypse, Revised Ed. 117
Law Werewolf: The Apocalypse 129
Law Werewolf: The Apocalypse, 2nd Ed. 109
Law Werewolf: The Apocalypse, Revised Ed. 118
Linguistics Werewolf Players Guide, 2nd Ed. 33
Linguistics Werewolf: The Apocalypse 129
Linguistics Werewolf: The Apocalypse, 2nd Ed. 109
Linguistics Werewolf: The Apocalypse, Revised Ed. 118
Lore Book of Shadows, The 27
Lore: Specialized Sorcerer, Revised Ed. 51
Medicine Werewolf: The Apocalypse 129
Medicine Werewolf: The Apocalypse, 2nd Ed. 110
Medicine Werewolf: The Apocalypse, Revised Ed. 118
Nunnehi Lore Uktena Tribebook 47
Occult Werewolf: The Apocalypse 130
Occult Werewolf: The Apocalypse, 2nd Ed. 110
Occult Werewolf: The Apocalypse, Revised Ed. 118
Parapsychology Sorcerer, Revised Ed. 51
Poisons Book of Shadows, The 28
Poisons Werewolf Players Guide 34
Poisons Werewolf Players Guide, 2nd Ed. 33
Politics Werewolf: The Apocalypse 130
Politics Werewolf: The Apocalypse, 2nd Ed. 110
Politics Werewolf: The Apocalypse, Revised Ed. 119
Psychology Book of Shadows, The 28
Rituals Werewolf: The Apocalypse 130
Rituals Werewolf: The Apocalypse, 2nd Ed. 110
Rituals Werewolf: The Apocalypse, Revised Ed. 119
Science Werewolf: The Apocalypse 130
Science Werewolf: The Apocalypse, 2nd Ed. 110
Science Werewolf: The Apocalypse, Revised Ed. 119
Science Specialties Book of Shadows, The 28
Sign Language Book of Shadows, The 29
Sign Language Werewolf Players Guide 35
Stargazing Stargazers Tribebook 50
Stone Lore Book of Shadows, The 29
Taxidermy Book of Shadows, The 29
Theology Book of Shadows, The 29
Tribal Lore Uktena Tribebook 46
Wood Craft Werewolf Storytellers Handbook 63
Wyrm Lore Werewolf Players Guide 35
Wyrm Lore Werewolf Players Guide, 2nd Ed. 33

Alchemy
You are familiar with the writings of the classical and medieval alchemists, and you also have sortie practical
experience. This Ability is indirectly related to the Knowledge of Chemistry, in a manner similar to the
relationship between Astronomy and Astrology. You can interpret alchemical texts, and you understand the
various symbols and ciphers used by the alchemists even when you find them in a non-alchemical context.
• Student: A mere dabbler
• • College: Apprentice, probably still dependent on a master for instruction
• • • Masters: Journeyman, capable of making your own way, but with a long road left to travel
• • • • Doctorate: Experienced alchemist, within reach of the greatest secrets
• • • • • Scholar: One of the true practitioners of the Craft of Alchemy,
Possessed by: Occultists, Scholars, some Scientists

Animal Lore
While Animal Ken represents the ability to roughly interpret an animal's reactions or try befriending an
animal, Animal Lore represents a more solid body of knowledge on animals' behaviors, habitats, foods, habits
and so on. A character with high Animal Ken, for instance, can determine whether or not a given bear is
hungry; but with high Animal Lore, he can accurately name that same bear's usual foods, and therefore try to
guess just why the bear hasn't been able to have any breakfast yet. This Knowledge is particularly useful in
tracking prey migrations, and can be a useful compliment to any Theurges spirit knowledge. Of course, this
Knowledge can't convey knowledge of animals that the character and his contacts have never encountered; this
most obvious example is the horse.
• Student: You're still learning at your elder's knee.
• • College: You know where the herds are going and when.
• • • Masters: You're familiar with almost all the animals of your region.
• • • • Doctorate: You know every animal in your hunting territory by name.
• • • • • Scholar: Your knowledge of animals almost goes farther than your nations trade contacts.

Animal Speech
Some beasts have languages of their own; how many of them do is a subject for scholars to debate (and
Storytellers to decide, based on the level of fantasy one wants to employ). The old tales claim that most beasts
have parliaments or councils which meet in the dead of winter, when humans believe the animals are sleeping.
According to such tales, beasts speak as readily to each other as humans do; people just don't understand them.
To the rationalist, of course, such claims are sheer mythology, but you know better.
Through some circumstance of fortune (to be decided as part of your background), you can speak to and
understand animal speech. If you are an animal, you may speak to others of your kind as a "default" language,
since this Knowledge reflects an ability to converse with other types of beasts. If you're a human being, you're
not assumed to know any animal languages for free — but then, an animal must buy this Knowledge to
understand human speech on more than a simply superficial level, too. (See the Merit: Human Speech.)
Animal Speech works just like Linguistics, with the following exceptions:
 To speak to animals, the character must be able to form sounds like those the animal in question makes.
A bear, for example, would find bird speech physically impossible to speak, although he might be able
to understand it.
 Certain beasts may be able to speak a common language if they share similar physical and social
characteristics. A wolf, for instance, could speak to dogs, but not to cats. Also, some things may
translate differently — a poodle might sound unbearably prissy to a wild wolf, or a lion might seem
bored and condescending to a cheetah.
Animal speech, both in form and topic, is very general. Animals tend to think simply and directly, phrasing
things in terms of sensation and impression. (Many also happen to be color-blind. Trying to describe the color
violet to a dog or squirrel would be an exercise in futility, since color is not a concept either recognizes.) The
Storyteller has the final decision over the existence or utility of this Knowledge; it's appropriate for
mythological or high fantasy chronicles but completely wrong for low-level fantasy or horror games.
• Dabbler: One additional language
• • Student: Two additional languages
• • • Scholar: Three additional languages
• • • • Master: Four additional languages
• • • • • Virtuoso: Five additional languages
Possessed by: Noble Beasts, Great Serpents, Faeries, Shamans, Witches

Area Knowledge
You are familiar with an area—usually a protectorate (or, for Glass Walkers, a city) — and you know about
its landscape, history, inhabitants and human politics. This Knowledge also provides a basic Garou "who's who"
for the protectorate.
• Student: You know a fair amount for a visitor.
• • College: You may have lived in the area for a year or two.
• • • Masters: You may have lived in the area for 5 to 10 years.
• • • • Doctorate: You're native born, and you never left.
• • • • • Scholar: You know every stone, stream or building in the area.
Possessed by: Caern Warders, Sept Leaders, Silent Striders
Default Roll: Investigation, Law, Politics

Astrology
You know how to compile and interpret a horoscope. Given the date and time (and, according to some
systems, the place) of a person's birth, you can construct a personality profile and a set of predictions about the
likely course of his life. Whether you actually believe these revelations is a matter of personal taste, but you can
present them in a convincing and pleasing manner to those who do believe. This Knowledge does not confer
any type of magickal ability.
• Student: You merely dabble.
• • College: Friends ask you to make horoscopes for them.
• • • Masters: You could run a small astrology business.
• • • • Doctorate: You could have a syndicated newspaper column.
• • • • • Scholar: You could work for celebrities and politicians.
Possessed by: Astrologers, Amateurs, Mystics, New Agers, Old Hippies

Beast Lore
According to legends, all beasts maintain elaborate societies hidden away from man. While those tales
exaggerate, the greater beasts (and some of the more intelligent animals) often do have customs, hierarchies,
pedigrees and legends of their own. To some degree, you know what they are.
Like other Lores (Tradition, Kindred, etc.), each type of Lore must be purchased separately. The higher your
rating, the more you know... or think you know. While they contain indisputable truths, Lores can be
notoriously inaccurate — especially Beast Lores. Such "records" are nearly always rooted in oral traditions and
couched in symbolism and myth. It's nearly impossible to know where fantasy ends and "facts" begin. While
Beast Lore might be helpful in certain situations, it's folly — and often dangerous — to consider it absolute
truth.
• Dabbler: Hey, there's actually a bit of order there—
• • Student: By God's command, the beasts are organized into certain hierarchies, and you know essentially
what they are.
• • • Scholar: You know a few secrets.
• • • • Master: The beasts themselves are rarely as informed as you are.
• • • • • Virtuoso: You know hidden myths, ranks and histories that only the most learned elders ever learn.
Possessed by: Sages, Witches, Ancient Beasts, Sphinxes, Faeries, Cats, Shapeshifters, Skin-changers, Bestiary
Scribes
Variations: 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
The human world thrives on red tape. This Ability gives you the power to cut through the mire, get quick
answers and see results. Bureaucracy allows you to deal with government agencies, as well as to run your own
organization. Combined with the Contacts Background, you can accomplish a lot and be a very effective force
for Kinfolk and werewolves.
• Student: Still a babe in the concrete jungle, you are, nonetheless, a good planner, and you can find local
government offices in the phone book.
• • College: You run a tight ship as an accomplished amateur, and you know who to call in times of trouble.
• • • Masters: Your organizational skills are myriad and well-honed. Young Glass Walkers envy your
information network.
• • • • Doctorate: Only the highest leaders and officials stall you, the red-tape surgeon, or ever puts you on hold.
Your name may have appeared in Shadow Lord memos.
• • • • • Scholar: You can set up meetings with just about anyone, and you have the skills to run a multinational
conglomerate with dozens of subsidiaries.

Computer
Knowledge of computers includes operating the machines as well as the programs (word-processing,
information-retrieval and so on). Depending on the character's level of Doctorateise, she can make computers
spit out useful information or even design her own operating system. The Computer Knowledge is required for
anyone wants to write programs or hack into other people's systems, and the Storyteller should feel free to
adjust difficulties based on any opposing intruder countermeasures.
• Student: Shareware games are just your speed.
• • College: You can make minor changes in system configurations and networks.
• • • Masters: You can write original programs.
• • • • Doctorate: Minor hacking is a snap; no more long distance bills for you.
• • • • • Scholar: You've got the ability to design a whole new operating system, maybe even an AI.
Possessed by: Hackers, Glass Walkers, Software Engineers, Executive Assistants, Students

Computer Hacking
The player must have at least two dots in Computer before purchasing this Knowledge. Hacking allows the
computer user to break the rules. It is not a programming skill— that requires the Computer Knowledge.
Hacking represents an imaginative faculty above and beyond the use of the programming codes. In the binary
computer world of yes/no, hacking represents the little bit of genius that says, "Well... maybe."
Hacking is used instead of the Computer Knowledge when the user is breaking into other computer systems
or trying to manipulate data in "real time." The Computer Ability is used for programming or other
miscellaneous tasks. Hacking is used most often as a complementary Ability to Computer, but it can aid
programming by allowing the character to work faster or to crack military codes that a normal programmer
would not even be able to figure out.
• Student: You are a computer geek who knows a few tricks, such as changing your grades in the university
computer network.
• • College: You have great "luck" in guessing computer passwords.
• • • Masters: You thought your electric bill was too high last month, but you can fix that with a few keystrokes.
• • • • Doctorate: Now that you have cracked the bank codes, which is it: Rio or Bermuda?
• • • • • Scholar: The European Community was pretty annoyed about that thermonuclear incident, but you know
they can never trace it back to you.
Possessed by: Computer Geeks, CIA Operatives
Cosmology
You have a working knowledge of the spirit world, from its various Realms to the politics of the Umbral
broods. You're familiar both with the politics of the Celestines and the configuration of the Middle Umbra.
• Student: You've listened to your pack's Theurge.
• • College: You know to avoid the Abyss.
• • • Masters: You can find your way from one Realm to another.
• • • • Doctorate: You know most of the shortcuts and a few trade secrets.
• • • • • Scholar: You blaze trails for the Nuwisha to follow.
Possessed by: Silent Striders, Corax, Nuwisha, Theurges, Dreamspeakers, Any Garou
Default Roll: Occult

Cryptography
You may skillfully compose and interpret codes and ciphers. You can construct a code that can only be
cracked by someone who scores as many successes as you have dots in this Knowledge. You can also crack a
code, rolling your Knowledge against a difficulty assigned by the Storyteller depending on the code's
complexity.
• Student: Grade-school spy fan
• • College: Word puzzle buff, military signals officer
• • • Masters: Intelligence officer
• • • • Doctorate: Intelligence cipher specialist
• • • • • Scholar: James Bond
Possessed by: Spies, Puzzle Buffs, Military Signals Personnel

Enigmas
Logic problems, puzzles and mysteries are all in the realm of Enigmas. Characters with this Knowledge link
information and hunches together to solve conundrums of all varieties, from the spiritual to the material. It's not
that they have any sort of ESP, they just put things together uncannily well. Those characters who have
Enigmas probably enjoy matching wits against devious villains or even packmates in contests of the mind.
• Student: You always solve the daily crossword.
• • College: Why bother to read whodunits? You always know the ending.
• • • Masters: The pack regards you as the resident riddle master when witty spirits are around.
• • • • Doctorate: You can win contests of logic even with faulty information.
• • • • • Scholar: Even the deepest philosophical mysteries and issues are clear to you.
Possessed by: Theurges, Mystics, Wise Elders, Gamers, Mystery Fans, Puzzle-Lovers

Faerie Lore
You possess information pertaining to faeries. You know something about the Seelie and Unseelie courts and
the great kingdom of Arcadia. You also have a good chance of identifying faerie spirits.
• Student: Your knowledge is largely speculation and hearsay.
• • College: You know some facts.
• • • Masters: You possess a general knowledge of faerie ways.
• • • • Doctorate: You possess extensive knowledge of the Fey.
• • • • • Scholar: You truly understand how little you know of these creatures.
Possessed by: Faeries, Fianna, Occultists, Vampires, Mages, Witch-Hunters

Feng Shui
This Knowledge represents the lore associated with Chinese geomancy, called Feng Shui. This science/art
helps one to better arrange one's surroundings to be more in harmony with local chi, or energy. This skill is
necessary for the Feng Shui rite (in the Stargazer Tribebook).
• Student: You understand the basic principles of earth energy.
• • College: You have a deeper understanding of the science, and can better read the energy of a familiar
place.
• • • Masters: You understand better how yin and yang energy flows between hills, declinations and streams,
and can read the energy of an unfamiliar place well.
• • • • Doctorate: You understand how to best manipulate local features to better enhance energy flow.
• • • • • Scholar: You understand how to rearrange a landscape to transform it from a well of illness to a
garden of health.
Possessed by: Chinese geomancers, architects, Keepers of the Land

Garou Astrology
You have a familiarity with the Garou lunar zodiac and its patron Incarnae. You have visited the Aetherial
Realm at least once and you have some idea of how to plan your actions to conform with the most auspicious
times of the year or month.
• Student: You've studied with your pack's Theurge and know which Incarnae rule which months.
• • College: You know which Incarnae govern which activities and the best time to invoke their assistance.
• • • Masters: You can trace back the birth stars of other Garou and smell out powerful influences on their lives.
• • • • Doctorate: You have a keen knowledge of the fine details of Garou astrology and would make a top-notch
instructor in the lore.
• • • • • Scholar: You will eventually be drawn to the Sept of the Stars.
Possessed by: Aetherial Denizens, Theurges, Galliards, Garou Astrologers, Umbral Travelers, Members of the
Sept of the Stars

Healing
Rather than using the Medicine Knowledge, some Garou are more likely to have a general Healing skill. This
Knowledge still covers a general knowledge of the workings of the human body, but relies much more strongly
on herbal and even mystical cures. Although not as wide-reaching (particularly in the field of pathology) as the
modern study of medicine, Healing still provides the ability to administer first aid, brew simple medicines, and
generally keep one's friends and family healthy.
• Student: You can stop bleeding and set bones.
• • College: You can bring down a baby's fever.
• • • Masters: You're probably a clan's healer.
• • • • Doctorate: You can perform the simplest surgical procedures if need be.
• • • • • Scholar: Your clan reveres your gift for healing as if it were supernatural.

Herbalism
You have a working knowledge of herbs and their properties, medicinal and otherwise. You can find and
prepare herbs and know which herb or blend of herbs to use in any situation. This Knowledge also provides
awareness of the magical lore of plants, including what a plant can do when Awakened.
• Student: Leafed through a book on it once.
• • College: Serious student.
• • • Masters: Local supplier.
• • • • Doctorate: Author of books on herbalism.
• • • • • Scholar: Herbal doctor.
Possessed by: Children of Gaia, Uktena, Theurges, Holistic Healers, New Agers, Wizened Elders, Members of
Traditional Cultures
Default Roll: Medicine

History
You've studied the history of a specific area or period, and you understand what happened, when, why and
who was involved. You also have a fair idea of social, political, economic and technological conditions in
various past times and places. Note that in the case of ancient mages, this Knowledge relates only to times and
places that are outside their direct experience. For instance, a mage born in Victorian London would rely on
memory for knowledge of English history and culture, but would use History to uncover information about
classical Greece, which was before his time, or about Czarist Russia, which was outside his experience.
• Student: Amateur or high school
• • College: Enthusiast or college student
• • • Masters: Grad student or author
• • • • Doctorate: Professor
• • • • • Scholar: Research fellow
Possessed by: Enthusiasts, Scholars, Mentors

Investigation
Relying on physical evidence, explanations from witnesses or sheer luck, characters with Investigation are
knowledgeable about crimes and criminals. They can often distinguish murder from accident or solves thefts
and kidnappings by assembling and pondering the clues. This Knowledge also provides the character with what
he needs to know to perform general forensic procedures, such as lifting fingerprints or figuring an approximate
time of death.
• Student: You've read some detective novels, and you know the lingo.
• • College: You can tear holes in a rookie cop's case.
• • • Masters: You could make a living as a PI.
• • • • Doctorate: You're good enough to be a special agent for the FBI or CIA.
• • • • • Scholar: No witness or scrap of evidence could possibly evade your attention.
Possessed by: Detectives, Police, Reporters, Special Agents

Law
Law encompasses many areas: the enforcement system, legal code and the workings of the courts. Characters
in trouble with the police will need this Knowledge (or a lawyer friend) to get them out of any legal tangles.
This Knowledge also covers Garou law, such as the various codes grown up around the Litany - and the
appropriate punishments for crimes against the Garou Nation. Although most lawyers have an area of
Doctorateise, such as immigration law, most state bars don't recognize these as such. The characters might have
a very interesting time if their counselor doesn't have a clue about environmental law. ...
• Student: You know a few classic cases and the basis of the legal system.
• • College: You could pass the bar exam.
• • • Masters: Chances are, you're a much-sought counselor.
• • • • Doctorate: You're capable of adjudging and writing law.
• • • • • Scholar: There are few cases or matters of jurisprudence you don't know about.
Possessed by: Philodox, Lawyers, Police, Judges, Detectives, Crime Writers, TV Viewers

Linguistics
Werewolves already know three languages: a human language of choice, wolfspeak and the Garou tongue.
The Linguistics Knowledge allows a character to add to her language repertoire; the greater her level of
Linguistics, the more languages she can speak. Because language acquisition builds upon itself, making it easier
to learn subsequent tongues, the levels of ability double the number of languages known. This progression also
reflects the fact that many languages are related to each other. Additionally, the character may choose to learn
unspoken languages, such as ASL, or specialize in unique dialects or accents. Remember that lupus who don't
spend any freebie points on this Knowledge don't speak any human languages!
We admit it: The rules for Linguistics in the Werewolf rulebook are kind of limited, and they don't really
make sense for people who grow up in truly multicultural environments. An average European or a Hong Kong
native can easily know at least three or four languages, though perhaps not all of them fluently. Consequently,
we recommend that the following rules replace the Linguistics rules in Werewolf. Each dot in Linguistics
doubles the character's "extra" language capacity. Thus:
• Student: One additional language.
• • College: Two additional languages.
• • • Masters: Four additional languages.
• • • • Doctorate: Eight additional languages.
• • • • • Scholar: True polyglot, 16 additional languages.
Possessed by: Diplomats, World Travelers, Linguists, Interpreters, Silent Striders
Each "slot" can be spent to purchase a different human tongue, a different dialect of a tongue (such as
Cantonese or Mandarin) or even something like sign language (the common human varieties or even the coded
gestures of the Silent Striders, Uktena or Wendigo -- although these tribes do not teach their secret languages to
outsiders). All Garou are assumed to know the Garou speech instinctively, though a "slot" might be used to
attain complete fluency with the Garou glyph-writing system.

Lore
You're familiar with the subcultures of the World of Darkness — the scoop on vampires, werewolves, the fey
and your own kind. Each type of Lore must be purchased as a separate Knowledge; accurate dirt on the
Camarilla won't tell you anything about the halls of Arcadia.
Much of your information will be second-hand, and thus suspect. It bears noting that the different "players" in
the world-behind-the-scenes often have wildly inaccurate perceptions of each other. A mage, meeting a
vampire, won't immediately ask "What clan are you, and where's your prince?" Likewise, a Technomancer will
not immediately know the history of the Council of Nine, Mages have a lot to learn— many are lacking
knowledge about their own Traditions.
This kind of knowledge will not be easy to come by — werewolves don't pass their secrets on to caern-
robbers — and some knowledge can be actively harmful, especially Wyrm Lore. There really are some things
man was not meant to know!
• Student: You've heard a few dubious tales.
• • College: You know a few accurate facts.
• • • Masters: Familiar enough to hold an intelligent conversation.
• • • • Doctorate: You know a few things they'd rather you didn't know.
• • • • • Scholar: You know your subjects better than they know themselves. This can become a real problem!
Possessed by: Sages, War Cabals, Tale-Tellers, Research Assistants, Spies

Lore: Specialized
Some types of knowledge are very specialized and involve many details that bear little to no reference to
anything else. Thus these secrets are extremely useful when applied to the specific subject at hand but relatively
useless in any other context. Knowing the inside circle of the Arcanum or the truth about vampires could very
well get you that needed research grant or save your life if you are faced with the subject of your knowledge.
But knowing about vampires isn't going to do a single other thing for you. When you choose a Lore knowledge,
it must be specialized, such as Vampire Lore, Arcanum Lore, Technocracy Lore, etc.
• Student: You know many of the basics.
• • College: You are starting to understand some of the secrets.
• • • Masters: You are well versed in your subject of Lore.
• • • • Doctorate: You know as much as most of your subjects.
• • • • • Scholar: You know your subjects better than they know themselves.
Possessed by: Occultists, Anthropologists, Witch-hunters, Kooks

Medicine
Medicine is the study of health, function and wellness of the human body, and it also includes an
understanding of anatomy and physiology. Characters with this Knowledge can diagnose and treat diseases and
injuries. They can likewise care for wolves and other animals, although their Doctorateise will not be as specific
as a veterinarian will have. Medicine also confers a familiarity with pharmaceuticals, legal and otherwise, that
can help and harm.
• Student: You know advanced first aid and CPR.
• • College: You could be a successful emergency medical technician (EMT).
• • • Masters: With the right paperwork, you can work as a general practitioner.
• • • • Doctorate: You're capable of performing surgery.
• • • • • Scholar: You're one of the greatest healers of your tribe.
Possessed by: MDs, Med Students, Theurges, Nurses, Paramedics, Military Personnel
Nunnehi Lore
You know the legends of the Nunnehi, or Native American Faeries. Whether you know them as Little People,
Invisible Ones or by some other name, their existance is no secret to you. You can usually identify individual
Nunnehi races, and have some knowledge of how too -- and how not too -- approach or interact with them.
• Student: You think you remember stories from your childhood about the Nunnehi
• • College: You know some stories that you can verify.
• • • Masters: You possess a general knowledge of the various Nunnehi families and their ways.
• • • • Doctorate: You are a repository of Nunnehi customs and idiosyncrasies.
• • • • • Scholar: You have a wealth of first-hand information abut the Native American fae.
Possessed by: Uktena or Wendigo Galliards, folklore specialists, Dreamspeakers

Occult
The character has a working knowledge of the vast area of the occult, including (but not limited to) psychic
phenomena, magic, tarot and general mysticism. This Knowledge, based on folklore and human works as it is,
doesn't always present the actual truth — just what is known. For instance, using Occult to study vampires
doesn't necessarily grant you knowledge of their deepest secrets. Instead, you would possess common folk
wisdom about the bloodsuckers. This principle holds true for most other denizens of the World of Darkness as
well. Still, this Knowledge is undeniably useful for gathering information and studying general weirdness.
• Student: Ouija boards and tarot cards are about your speed.
• • College: You know some realities of the spiritual world.
• • • Masters: Werewolves aren't the only mystical critters running around!
• • • • Doctorate: You can pick credible stories out of the tabloids.
• • • • • Scholar: You're privy to some great mysteries of the Otherworlds.
Possessed by: New Agers, Parapsychologists, Fortune-Tellers, Mystics, Theurges

Parapsychology
Serious study in the field of parapsychology dates to the 1882 founding of the Society of Psychical Research
in England. Such knowledge continues to be regarded with suspicion by the scientific community at large, but a
few of its ideas, such as hypnotism have even managed to enter mainstream medicine. Basic experiments and
theory concern one or two phenomenon: extrasensory perception or psychokinesis. For the theoretical student,
parapsychology involves the search for evidence of the nature of psi phenomena, including non-sensory
detection, influence of random events, after death existance and out-of-body experiences. All too often, such
studies are frustratingly inconclusive. For the real psychic, however, Parapsychology teaches one how to use his
own powers.
You should use Parapsychology rolls for psychic powers to maintain concentration, perform group effects
and delve into the possibilities of what can theoretically be done with psychic energy. Maintaining
concentration will sometimes require a Wits + Parapsychology roll. Working in conjunction with a group
usually demands a Perception + Parapsychology roll. Use of Parapsychology with Paths is as indicated under
the specific power in question.
• Student: This stuff is interesting, isn't it?
• • College: You have spent time observing experiments in the field, or you have read many serious works on
the subject.
• • • Masters: You could even make a living teaching or doing research.
• • • • Doctorate: You engage in groundbreaking work such as that which created hypnotism.
• • • • • Scholar: If you aren't already a psychic, you are getting close.
Possessed by: Parapsychologists, Psychics, Charlatans

Poisons
You have a working knowledge of poisons, their effects and their antidotes. You can analyze a poison to tell
where it came from and mix a poison or antidote given time and equipment. You must have at least one dot in
Science to acquire this Knowledge.
• Student: Dabbler
• • College: Detective, Mystery Reader
• • • Masters: Pharmacist, Mystery Writer
• • • • Doctorate: Forensic Scientist, Assassin, Emergency-Room Doctor
• • • • • Scholar: You could kill a city if you wanted to.
Possessed by: Shadow Lords, Black Spiral Dancers, Iliad Project Scientists, Mystery Buffs, Detectives,
Pharmacists, Assassins
Default Roll: Science

Politics
This Knowledge covers understanding political systems as well as knowing who's who in the world of
government. Characters with Politics can be quite effective when they're trying to sway public opinion or
elected officials because they know just what to say to get things done. They can also figure out how to navigate
human or wolf political structures in order to talk to the "right werewolf to get their goals accomplished.
• Student: You vote and take part in occasional protests.
• • College: Local and regional politicians invite your help on their campaigns.
• • • Masters: You've helped on state and national political stumps.
• • • • Doctorate: You could be a member of the national government.
• • • • • Scholar: Your knowledge of politics rivals Machiavelli.
Possessed by: Politicians, Caern Personnel, Elders, Diplomats, Activists, Lobbyists, PAC members, Shadow
Lords

Psychology
You have a formal education in the science of human nature. You know the modern theories of emotion,
cognitive development, personality, perception and learning. Though this is largely a scholarly understanding of
the human psyche, it can be used practically to understand those around you.
• Student: High school
• • College: College student
• • • Masters: Grad student
• • • • Doctorate: Professor
• • • • • Scholar: Theorist
Possessed by: Teachers, Researchers, Scientists, Counselors, Psychologists

Rituals
Rituals and rites are an important part of werewolf life. This Knowledge lets the character know about the
traditions, mysteries and ceremonies of the werewolves, including how to participate in such events and behave
properly toward elders and leaders. At higher levels, the character may also know about the sacred rites of other
tribes. A character needs a Rituals rating equal to or greater than the level of rites he knows or seeks to learn.
• Student: You've watched a few rites closely.
• • College: You carry yourself well at tribal moots.
• • • Masters: Other tribes invite you to attend their moots.
• • • • Doctorate: Even Black Spirals respect your knowledge.
• • • • • Scholar: You can devise original rites.
Possessed by: Garou, Changing Breeds, Rare Kinfolk

Science
At its most basic meaning, Science is simply a systemized study of some specific subject, and over the years,
scientists as a whole have developed a number of universal laws and theories that the character will probably
know. This Knowledge is broad, and characters should probably choose an area of Doctorateise (such as
biology, chemistry or geology) or two closely related areas of science with Storyteller permission.
• Student: You understand basic theories and laws.
• • College: You comprehend and can teach complex scientific applications.
• • • Masters: In your area of Doctorateise, you can construct useful items and substances.
• • • • Doctorate: Your applications are worthy of a Nobel prize.
• • • • • Scholar: You've made well-known and lasting contributions to science.
Possessed by: Researchers, Engineers, Inventors, Technicians

Science Specialties
The subtleties of science are many and varied, especially for the Technomancers who employ them.
Characters who specialize in one type of science (Biology, Mathematics, Engineering, Cybernetics, etc.) more
than others should simply take that Science as a separate Knowledge with specific applications outside of the
more general body of knowledge that is represented by the Science Trait.
• Student: A basic understanding of the concepts involved.
• • College: A working knowledge of the subject.
• • • Masters: Good enough to bend the rules without breaking them.
• • • • Doctorate: Extensive and esoteric theories.
• • • • • Scholar: You know so much that you can prove anything you want within your chosen field.
Possessed by: Scientists, Technomancers, Research Technicians
Varieties: Astronomy, Biology, Genetics, Mathematics, Cybernetics, Metallurgy, Any Other Type of Specific
Science

Sign Language
Sign Language can be bought as a level in Linguistics. Not all sign languages are the same. You must declare
each language separately. Ninja, deaf people, spies and many mage cabals have their own separate hand codes.
These must generally be taught by a member of a select group; obtaining this training may range from easy to
damn near impossible.

Stargazing
Stargazers are fascinated with the stars, for they know that the movements of the celestial spheres somehow
mirror the events of earthly life. By watching the stars and understanding their qualities — both physical and
spiritual — a Garou can glean clues to the riddles of the universe. This skill represents a combination of
astrology and astronomy lore. It can act as a complement to an Enigmas roll when trying to unravel the
meanings of stellar omens or cosmic events (sun spots, eclipses, comets, etc.).
• Student: You know the locations of the planets and stars in your hemisphere.
• • College: You understand the basic energies of the planets.
• • • Masters: You understand the energies of the stars in your hemisphere.
• • • • Doctorate: You understand the energies of the stars in all earthly hemispheres and the import of celestial
visitors (comets).
• • • • • Scholar: You understand the energies of the stars in the Umbral hemispheres, which can include
stars long gone from the earthly sky.
Possessed by: Astrologers, astronomers, Theurges

Stone Lore
You know the reputed properties of stones and all the magic inherent in them. You may use this knowledge
in the creation of Klaives and fetishes and can possibly assist with some Rites or dealing with Spirits.
• Student: You sell birthstones and psychic crystals.
• • College: You can match metals and stones to make amulets for most occasions,
• • • Masters: You know your stones. Theurges & Klaive makers, come to you to get their rocks.
• • • • Doctorate: Mages try to come to you to get rocks and metals. You talk to stones.
• • • • • Scholar: Not only do you talk to stones, but sometimes they talk back. You know all the powers of the
minerals, and can identify the great jewels of legend.
Possessed by: New Agers, Jewelers, Alchemists
Taxidermy
You can take an animal apart and preserve all the bits and pieces, not just the skins and heads. Your deer
skins won't rot and your raven claws won't smell funny. Moreover, you can make sure newts' eyes will stay
fresh for years.
• Student: The venison should freeze well.
• • College: Nobody will buy from you, but you should be able to cure a pelt or properly preserve a snake in
formaldehyde.
• • • Masters: Relatives who like animal heads nailed to their walls appreciate your presents. Others find your
hobby distasteful because the animals don't look dead anymore. Of course, they don't look alive either.
• • • • Doctorate: You could get a job at the natural history museum. Old ladies who want their chihuahuas
stuffed come to you.
• • • • • Scholar: You probably embalmed the Pharaohs in a past life. Your work looks like its going to get up
and run off any second now.
Possessed by: Morticians, Hunters, Furriers, Serial Killers, High School Science Teachers

Theology
Religion is a familiar aspect of human endeavor for you, and you fully understand its place in the world. At
higher levels, this Knowledge imparts an appreciation for all religious beliefs, while individuals with less skill
tend to view their own beliefs as intrinsically superior to any others. This, of course, varies with the individual.
Possession of this Knowledge in no way requires personal belief in the tenets of any specific religion.
• Student: Participant
• • College: Altar boy
• • • Masters: Priest
• • • • Doctorate: Professor
• • • • • Scholar: Theologian
Possessed by: Missionaries, Priests, Pastors, Nuns, Theologians, Atheists

Tribal Lore
You grew up steeped in the history and customs of your native tribe or culture, whether Cherokee, Ute, Hopi
-- or more recently -- Nigerian, Vietnamese or Hispanic. This skill often allows you to smooth the way for
packmates who might otherwise inadvertently cause offense when dealing with your Kinfolk or other members
of your human tribe. You have knowledge of the rituals, crafts and stories of one specific Native American tribe
or other specific ethnic group.
• Student: You didn't pay attention to your grandmother's stories, but you learned a few things anyway.
• • College: You went to reservation schools or belonged to a cultural awareness group.
• • • Masters: You could educate others in the customs of your native background.
• • • • Doctorate: You know enough to write a book about your human tribe; you might even have already done
so.
• • • • • Scholar: Tribal elders consult you on obscure matters of history or customs.
Possessed by: Uktena, Wendigo, other Garou who come from appropriate ethnic backgrounds

Wood Craft
Wood Craft is the ability to use nature's gifts to build shelters and even means of transportation. You know
which types of trees are best for building durable housings, and you know which vines have the best elasticity.
In a crunch you could even fashion a bow and arrows, complete with poisoned tips.
• Student: You can build a lean-to, and can avoid using termite-infested wood. You know how to extinguish a
campfire.
• • College: You could probably carve a decent walking stick and can start a fire with nothing more than a few
twigs.
• • • Masters: You know which vines are best for use in construction and which trees yield the best wood for
your project. You know which plant saps make the best sealants and glues.
• • • • Doctorate: You could build a permanent dwelling in the woods from local materials. Blowguns and bows
for hunting are a breeze. You know which plants yield the best dyes and curatives.
• • • • • Scholar: The forest is your tool shed. If you wanted to, you could build a city from the materials
available.
Possessed by: Native Americans, Hunters, Survivalists, Naturalists

Wyrm Lore
Some Garou delve into the deep lore of their enemy, the Wyrm. Such a pursuit is dangerous: For every bit of
information they gain, they risk corruption. For every level in Wyrm lore, the Garou increasingly becomes more
Doctorate in the tactics and ways of his enemy. However, for every level in Wyrm Lore he has in excess of
Willpower, he gains a Derangement. For example: Truck Basher's Willpower is 3, but he has just spent his
experience points on another level of Wyrm Lore, which brings him up to 4 dots. He now lacks sufficient self-
control to resist the foul thoughts that arise in his mind, so he gains a Derangement. For a list of possible
Derangements, see p. 209.
• Student: You are aware of and can name many Wyrm creatures.
• • College: You know there are many Wyrm manifestations (Triatic Wyrm, Urge Wyrm). You may understand
some of the Black Spiral Dancer's pictograms.
• • • Masters: You know a little about the geography and people of Malfeas.
• • • • Doctorate: You've read the Chronicle of the Black Labyrinth, and you know the secrets hidden within.
• • • • • Scholar: You are a danger to the Wyrm and yourself.
Possessed by: Black Spiral Dancers, Uktena Banetenders, Pentex Board Members
Default Roll: Occult

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