Secondary Abilities

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Mage:20 introduces skills we replace with skills available in v20, as follows.

  • Martial Arts: Brawl. You need a Specialty of Martial Arts in order to use the Martial Arts moves. With that specialty, you may pick 1 move per dot of Brawl.
  • Art Expression: Expression.
  • Enigmas: Occult.
  • Esoterica: Occult.

Secondaries are also introduced in M20 but we sub in standard skills already in v20. When a mechanic calls for a specific skill. Roll one of the equivalents at standard difficulty, not at the reduced difficulty from a Secondary skill:

  • Acrobatics: Athletics.
  • Animal Kinship: Animal Ken.
  • Area Knowledge: Streetwise.
  • Archery: Athletics.
  • Belief Systems: Occult.
  • Biotech: Lesser of Computer and Medicine.
  • Blatancy: Performance.
  • Carousing: Subterfuge.
  • Cryptography: Computer. Academics may be used at +1 difficulty for manual (de)ciphering and will consume downtime.
  • Demolitions: Science.
  • Energy Weapons: To shoot, Firearms. To maintain/create/repair, Technology.
  • Flying and Jetpack: Drive 4+, Speicalty required.
  • High Ritual: Lesser of Occult and Etiquette.
  • Hypertech: Lesser of Technology vs Science.
  • Lore: Occult. Also, we have a Lores System, take individual Lores.
  • Lucid Dreaming: Demesne.
  • Media: Leadership.
  • Parapsychology: Occult.
  • Pharmacopoeia: Medicine.
  • Riding: The lesser of your Animal Ken vs Athletics.
  • Search: Alertness.
  • Seduction: Subterfuge.
  • Torture: Intimidation or Medicine.