Secondary Abilities
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.