Secondary Abilities

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M20 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.

Custom Talents, Knowledges, and Skills

From the V20 character sheets, Modern Nights characters get a slot for "Hobby Talent," "Professional Skill," and "Expert Knowledge." Taking them is optional and typically only done when the player feels the need to portray a character with a focused, niche talent. These are free-form stats which can hold any name that does not correspond to a combat maneuver and may be as specific as you desire. For example, you could take "Carpentry" as a Professional Skill but you could not take "Dodging". With the exception of Martial Arts (which has its own house rules), you may designate one your custom skills as a secondary ability found in M20 core (listed above) or make something new up.

When that custom ability that you have explicitly purchased becomes relevant, you may roll the ability at a -1 difficulty for having taken something this specific. One may specify a maximum of one professional skill, one hobby talent, and one expert knowledge, as the idea is to still allow characters who have laser focus in a niche talent while maintaining a succinct skill list.

Please note that the secondary abilities which have been mapped to standard abilities cannot be rolled in place of a standard ability. For example, when a character is faced with an Area Knowledge roll vs 6, they can either roll Streetwise vs 6, or area Knowledge vs 5. When a character who has Area Knowledge but no Streetwise is faced with a Streetwise roll, they cannot apply their Area Knowledge skill.

To specify your custom Ability, use the +notes code, creating a +note called "Hobby Talent," "Professional Skill," or "Expert Knowledge" accordingly, and placing the name of your custom ability within that note.