Intellect Skills

Note that certain Intellect skills, listed in Bold and underlined, do not function the same as other skills or may have multiple different skills that fall under one title.

Card-playing; During a card-game, you can call your ESR to win that hand, as many times per game as you have ESR. If two people call it at once, higher ESR wins. Otherwise the victor is decided by a coin-flip.

Computer Use; General computer use, includes Hacking abilities, this is for the finer aspects of computer use rather than the basic “Search with Google” shenanigans. Anyone can open a word processor and type stuff in, after all I’m writing this document up right now and my brain is the consistency of mashed potato right now. Programming, more elaborate applications of generic use such as fancy word processing or making a presentation, hacking, security for the device, etc. is all covered by this single skill.

Craft; This skill covers the ability to make (and repair) items that fall within a certain category (chosen at the time you take this skill, can be taken more than once to cover more than one category). Categories include Firearms, Blacksmithing, Fletching, Sewing etc.
A use of “Craft” would most likely be done during a character’s Downtime submission to the Gmail, detailing the skill the character wishes to use and what item they wish to craft or repair – including where they would source materials from, if they have access to sufficient tools et cetera. For instance, adding a section to your Downtime detailing that you are using your Craft “Blacksmithing” to repair a steel breastplate, using the working forge that you have access to from your Ties [Metalworking] and sourcing the material needed from the same Ties [Metalworking]. Finally, taking a Craft skill at a higher level may allow you to add some extra abilities to the things you craft — for instance, a high level of Craft [Ammunition] may allow you to make bullets that can call Agg damage, or a high level of Craft [Weaponsmith] may allow you to create blades that can call slightly higher damage. This is subject to Narrator/Rules Ref approval however.

Explosives; The ability to put together, handle, prime and safely dismantle explosives of various kinds. Higher levels allow you to interact with stronger and potentially more exotic types of explosive devices.

Firearms; Not strictly a skill in the way other skills work, Firearms are instead purchased as a single classification (Handguns, Shotguns & Rifles, Automatic weapons or Heavy weapons) at the cost of 2xp or 1 freebie point. Each classification must be purchased separately for the same cost, and allows you to maintain, reload and operate weapons of that type (note that firing any Firearms with your offhand will miss every odd-numbered shot unless you have the Ambidexterity perk as well as the relevant Firearms classification, missing out on the Ambidexterity perk -and- the relevant Firearms classification mean that -all- shots with your off-hand will miss). Without the appropriate Firearms classification you may not reload weapons of that type nor clear any jams they may incur (if the cap from a capgun does not go off, the weapon is considered to have jammed). Additionally, if you do not have the appropriate Firearms classification, you will miss with every odd-numbered shot from a weapon.

Linguistics; Not strictly a skill in the way other skills work, taking a language costs you a single freebie point (to be fluent in the language) or 2xp (also to be fluent in the language. For the cost of 1xp, you may understand the language but be unable to communicate in it, and for a further spend of 1xp you may then become fluent in that language. You get your first language (typically English) for free – note that if your first language is not English, you must purchase English separately or be unable to communicate in English within the game. When speaking a different language (other than English) you must raise your hand, palm flat, and announce the language you are speaking before returning to in-character conversation as normal. If cards are available that have the language you’re speaking written on them, hold this in your raised hand to make it clear to others what language you’re currently speaking.

Forensics; Better ESR means you’re more likely to find more information out about a scene. Generally opposed by Poisoning ESR if trying to find out how the victim died/was poisoned, or opposed by someone else using their Forensics ESR to clean up a crime scene in a bid to stop people gleaning information from it.

Forgery; Pick a specific type of document (or object) you are able to forge, such as Money or Legal Documents. Forge a document (assuming you have knowledge of the specific item you are trying to copy) challenged by Perception of person scrutinising it. The Scrutiniser is the aggressor.

Interrogation; Roleplayed skill. ESR equal to target’s willpower means one truthful answer, higher ESR directly equates to more answers gained. Whole thing must be carried out in-time and roleplayed accordingly.

Medicine; The knowledge of, application of, and ability to discern information on drugs of any kind — including poisons. Additionally grants you the ability to perform First Aid on a wounded mortal, staunching (and thus preventing further Bleed Out) on Mortals who have sustained a total Physical Damage of up to (and including) twice your Medicine ESR. This also covers being able to tend to wounded Mortals as they slowly recover over time.

Poisoning; The ability to apply a drug to a person, ideally without being noticed. Higher ESR means more likely to succeed (challenged by direct perception, poisoning being the agressor). This only covers if the target notices the poison -before- the poison affects them, such as ingesting it, or being injected or delivered via gas. Actually knowing what the poison does requires a relevant Medicine ESR, and procuring said poisons requires either Underworld ties, the facilities to create them, or sufficient Herb Lore to grow the components. Additionally, applying drugs of any kind to a Kindred is not as simple as having them ingest it, you will require a certain level of Vampire or Kindred lore to know how to do such a thing.

Research; Find more relevant information, and find it faster. Additionally, this could be used to help you decipher or decode things you do not understand, be it language-based or that it’s simply too smart for you to get. This skill allows you to acquire information from sources (such as books, or online) faster as well as getting more relevant information from them. Mostly used in Downtimes when you are looking to get information from sources that aren’t simply asking other people, ie. “I use my Research ESR 3 to aid me in scouring the internet for information on suspected Supernatural activity in the country”.

Security; Used to set up or circumvent a security system like sensors on doors/windows, magnetic locks, keypads, etc. Also used to turn off alarmed devices of all kinds. Note that physical locks are covered under Larceny instead.

Streetwise; The ability to survive on the streets, plus knowing where to find certain items or services and keeping yourself out of dangerous areas. Also may be used to attempt to track someone through an urban environment. For instance, “I use my Streetwise ESR 2 to try and find a local drug dealer”.

Survival; Streetwise, but in the wild. Where to find good sources of food and drink, how to set up shelters, all that good stuff. Also may be used to attempt to track through the wilderness, alternately you may use it to bind people with ropes (ie. hogtie them) for an effective Pin call of your Survival ESR. Note; This doesn’t mean the material used to bind someone become more resilient to a pure strength call, so high strength characters can still simply break their bonds.

“Mundane” Lores; There are a wide variety of mundane lores, only a handful of which are given here as an example. If it is a real-world topic, then it counts as a mundane lore. Note that Lores generally have no mechanical use other than providing knowledge on a topic, for instance Medicine is not a Lore as it can be used to perform First Aid on people. EG. Biology, History, Chemistry, Logistics etc. This also includes lores about supernatural species, however the mundane version is usually a lot of red herrings and hearsay rather than solid knowledge. Having solid knowledge about a supernatural species would count as a “Non-mundane” lore. For example, “Vampire” lore versus “Kindred” lore, where “Vampire” lore is a lot of rumour and red herrings, while “Kindred” lore is specific and true information.


Animal Ken; Your skill at handling, raising and training animals. Higher ESR allows you rear and handle more exotic animals, as well as be able to train animals to do more complex things. For instance, “I use my Animal Ken 3 to train my dog how to stand on its hind legs and clap its front paws together for treats” or “I use my Animal Ken 3 to cater for a pet snake I have adopted”.

Business lore; Your knowledge at running and handling anything to do with running a business, from managing people to managing wide-scale operations.

Finance lore; Your knowledge at handling money, goes hand-in-hand with Business lore for the kindred who wants to be a CEO. Is almost essential if you wish your character to have high resources (or you could get a retainer to do it for you).

“Non-mundane” Lores; Lores that are specifically about supernatural species, and are not plagued with falsehoods or legends. Kindred lore, Garou lore, Demon lore and Occult lore would be examples, whereas Vampire lore and Werewolf lore would not be (since these are considered to be plagued with falsehoods and hearsay).