Abilities
| Available Abilities | ||
| Academics | Expression | Performance |
| Animal Ken | Finance | Politics |
| Astral Combat | Firearms | Repair |
| Athletics | Firedancing | Science |
| Awareness | Intimidation | Scrounge |
| Blindfighting | Investigation | Security |
| Brawl | Law | Stealth |
| Computer | Leadership | Streetwise |
| Crafts | Linguistics* | Subtefuge |
| Dodge | Malkavian Time | Survival |
| Drive | Medicine | Torture |
| Empathy | Melee | |
| Etiquette | Occult | |
| * may be bought multiple times | ||
NEW ABILITY: ASTRAL COMBAT
To learn any ability you need to submit a downtime, explaining how you’re getting it.
- Competent - You can do it, not especially well, but you can get by.
- Professional - You could make a living on it, and supervise others.
- Good - You could not only make a living on it, but you’re good at what you do. You’re likely to have a degree or equivalent in it.
- Expert - You’re very good at what you do, probably one of the best in your region, and may have a Doctorate or equivalent in it.
- Master - You’re one of the best in the world. This is the mortal limit. To get this far is going to take a fair amount of time and effort, even for a vampire.
- Post-Advanced - Your understanding of the field transcends the mundane - you understand the subject on a truly supernatural level.
Abilities are theoretically capped by generation:
- 12th and 13th Generations - Max. 5
- 10th and 11th Generations - Max. 6
- 8th and 9th Generations - Max. 7
You may call for an Ability Retest a number of times per night equal to twice your ability level. You can restore all your ability uses by spending one Willpower. For more information on how Abilities are used in Combat, see the Challenges page.

