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=== Abilities === The abilities used in this game will mostly be the same as those in V20, with a few added in to represent the time differences. All the abilities will be listed below, and any: alterations, subtractions or additions will be explained briefly and if it is not mentioned then assume it to be the same as is written in the V20 book. Do note that depending on how far the game progresses, timewise, this list may be altered to reflect the changing times. '''Talents:''' Alertness, Athletics, Awareness, Brawl, Empathy, Expression, Intimidation, Intrigue (see below), Leadership, Streetwise, Subterfuge, Hobby Talent '''Skills:''' Animal Ken, Archery (see below), Commerce (see below), Crafts, Etiquette, Firearms (see below), Larceny, Melee, Performance, Ride, Sailing, Stealth, Survival, Professional Skill '''Knowledges:''' Academics, Hearth Wisdom (see below), Investigation, Law, Medicine, Occult, Politics, Science (see below), Theology (see below), Expert Knowledge ==== Abilities Explanation ==== '''Archery:''' This ability covers any ranged weapon that does not include gunpowder. Examples include: Bows, crossbows, javelins, throwing daggers, etc. '''Commerce:''' This ability cover the physical and social interaction required to gain money. It covers negotiating prices, knowledge of trade routes, and identifying who would want them. Commerce is different from Finance because it has no emphasis on computers and micro/macro transactions and is focused on pre-modern age trading. Do note that banks, long distance journeys, shares and joint stock companies do still fall under this heading. '''Firearms:''' This ability covers any ranged weapon that does use gunpowder. Examples include: Muskets, pistols, cannons, etc. '''Hearth Wisdom:''' This ability isn't a academic sort of knowledge. Hearth Wisdom is knowledge accumulated by peasants, traders, or others who don't have servants or live in isolation. It covers knowledge like: where are the best places to fish, which herbs are good for cooking, the signs of impending bad weather, rules of thumb to resolving domestic disputes, etc. '''Intrigue:''' This ability covers your ability to plot and plan effectively. It is about how to manipulate others through trickery and plots, and how to expose a target's vulnerability. Intrigue, though similar to Subterfuge, is different and is much more theoretical and consequential in nature while Subterfuge is much more based in fieldwork and actual sabotage. '''Ride:''' This ability covers using horses or other trained animals to move quickly. It also covers using those animals in combat. '''Science:''' This ability is much less identifiable than modern science, as certain parts of science are still in their infancy. A perfect example is that Galileo is currently under house arrest for suggesting that the earth revolves around the sun and not the other way around. Alchemy is still a credible practice and Issac Newton has just suggested in his 1675 book (Hypothesis of Light) that <nowiki>''the ether is used to transmit forces between particles''</nowiki>. Science is just starting to head towards the scientific method at this time. '''Theology:''' This ability covers both knowledge of religious scripture (of any type) and religious laws (of any type).
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