Any time your character takes an action more complicated than walking around or talking to people, they are using one Ability or another. If you want to go for a swim? There’s an Ability for that. How about blowing out a man’s kneecap with a shotgun? There’s an Ability for that too.
Abilities show the specific tasks in which you excel. They represent skills you have learned, talents you have developed, and knowledge you have acquired. Unlike Attributes, which everyone has at a baseline level and therefore always have at least one rank, Abilities start at 0, which means that your character has had no training in that particular realm. That doesn’t necessarily make them hopeless; after all, we all know how to run even if we haven’t trained in Athletics at all. But in order to know what you are about and do anything well, you’ve got to get some ranks in the relevant Ability.
Not all actions require a roll of the dice. Driving across country doesn’t need a Pilot check every 100 miles, that would be silly. Your scientist character can talk about science freely, he doesn’t need to roll dice just to make sure he knows what he’s talking about. Having ranks in an Ability represents a certain level of training, and much of that can be roleplayed without the annoyance of dice and numbers.
Abilities do require rolls any time you are contesting an action with another character, or any time the action has more than a marginal chance of failure. When rolled, Abilities are typically combined with an Attribute that is relevant to the task at hand: for example, should a character wish to track a panther through the jungle, they’ll need to make a Perception + Survival roll, and their level of success will determine how effective they are at picking up the trail
Normal humans have Abilities ranging from zero to five:
Rating |
Level of Training |
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Untrained |
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Competent |
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Skilled |
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Professional |
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Master |
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World-class |
Primary Abilities
Academics covers a broad range of knowledge you have mastered, including the humanities, the social sciences, and the formal sciences (such as logic and mathematics). It incorporates such skills as writing, teaching, and research. Historians, mathematicians, and scholars all have ranks in Academics. If you want your character to know who won the Battle of Hastings, quote Shakespeare, or argue philosophy, you need ranks in Academics. Any form of research done that is not on a computer is done with Academics.
Academics is most often paired with Intelligence.
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And you were so close to getting your GED… |
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Yay! You made it through high school and managed to remember something. |
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You’re either a college graduate or a voracious reader. |
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You just took out a loan so you could earn a second graduate degree. |
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Jeopardy is scared to call you. |
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You are a world-renowned expert in your field. |
Some Abilities cover a broad range of minor tasks you can perform. Alertness does one, and only one, thing: It shows your awareness of your surroundings. This is important! If you don’t want to get mugged by rednecks, ambushed by werewolves, or attacked by Plombies (don’t ask), you need a high Alertness. The upside of this Talent is that it’s passive. You never have to say, “I’m rolling my freaking Alertness.” The GM will just get an evil grin and tell you to roll, and to roll high.
Alertness is most often paired with Perception. It's the standard roll to notice something that is hidden, but it is not used for active searches (which require an Investigation check).
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There isn’t a bulldozer in the world that can sneak up on you. |
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You know when Billy is about to break out the spitwads. |
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You always see 'em coming so long as you can see 'em at all. |
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Not bad. You give sneaky people a run for their money. |
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You notice even the most minute changes around you. |
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Ninja Masters hate you. |
Animal Ken is in essence how much of an "Animal Person" you are. It lets you sooth savage beasts, train pets, and identify animals by spoor, sign or smell. (Actual tracking falls under Survival.) Lion tamers, hunters, and K-9 cops all have this skill. If you want to get that grizzly to leave you alone or figure out what creature left that tuft of fur, Animal Ken is the skill for you.
One rank signifies you at the very least owned a dog. At five ranks you're likely famous for your knowledge of animals, or you might be a vet who can handle the most stubborn of patients, or a cowboy who can break a mustang just by looking at it, or possibly just a person who has something about him that animals innately trust.
Animal Ken is most often paired with Charisma.
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You know a Chihuahua when it humps your leg. |
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Your cat will sometimes sit in your lap when called. |
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You’ve taught your cat to a dance to Aerosmith tunes. |
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You can differentiate cougars, mountain lions, and lynxes by the sound of their cry. |
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You could get rabid wolves to roll over for a tummy scratch. |
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Jane Goodall, eat your heart out. |
Do you run, climb, jump, or swim? Then you need Athletics. This Ability covers a broad set of skills centered around using your body effectively. If you are attempting any physical feat not specifically covered by another Ability (such as Brawl or Dodge), you will probably roll Athletics. Athletics also covers thrown weapons, including everything from spears to grenades, as well as bows which are fired by hand (not crossbows, which are fired mechanically and thus use firearms).
Remember, you don’t have to outrun the Mythos monster trying to eat you. You just have to outrun your friends …
Athletics is usually paired with Dexterity.
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You played golf. Once. |
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You go for the occasional jog around the block. |
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You play a wicked horseshoe game. |
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You almost always win those pick-up games in the park. |
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You could be a circus knife-throwing act and not lose a single assistant. |
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Football scouts would sell their children to recruit you. |
Whether you are a mixed martial arts professional or just a drunken thug, if you know how to punch, kick, and bite, you know how to Brawl. This Ability showcases how easy it is for you to connect with a target while unarmed. A great many people have self-defense training, including military veterans, old farmers, and female activists. Don’t let a sweet smile and a button nose fool you…
Brawl is most often paired with Strength.
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You had older brothers. |
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You joined a gym boxing league to impress women. |
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You joined a gym boxing league succeed at impressing women. |
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You are a disciplined student of the martial arts. |
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You should have your own dojo. |
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Mafia thugs use your name to scare children. |
The two most common Secondary Skills associated with Brawl are Hard Martial Arts (punching, kicking, and striking) and Soft Martial Arts (blocks, locks, sweeps, and throws).
Knowledge of computers, programming, and the Internet, including researching via computer.
You know those rumors you hear about hackers who can get people thrown in jail, steal identities, and drain bank accounts in mere moments? Well, those people have dedicated time and money to learning Computer. Hackers, programmers, and graphic designers are just a few of the people that use computers on a regular basis. This Ability covers almost any use of a computer or similar device including, but not limited to, research, digital forgery, hacking, programming, photo editing, and contributing to the House Games wiki.
Computer is most commonly paired with Intelligence or Wits.
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You have called tech support and they told you to plug your computer in. |
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You can check your email without getting bombarded by porn. Usually. |
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You modify and tweak programs regularly. |
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You could make a living as a graphic artist. |
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You are a guru of cyberspace. |
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No data is safe. |
You are handy to have around. With Crafts, you can create and build a wide variety of useful things, from making your own bow and arrows, to throwing together improvised explosives. If a neighbor needs help with laying tile or building a secret compartment in their garage, Crafts is what you use. Construction workers, house painters, and mechanics all have significant ranks in Crafts. Crafts runs the gauntlet from building bombs to sculpting clay, from making beaded bracelets to forging blades. If it takes a gentle hand and a keen eye, then Crafts is probably a good bet.
Crafts is most often paired with Dexterity.
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You made a birdhouse in shop class and managed to get a passing grade. |
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You volunteered to build houses with Habitat for Humanity. |
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You’re the neighborhood go-to guy for all domestic repairs. |
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Everyone in the department uses your hand-cast bullets. |
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You could be the greatest sword-maker of your era. |
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Your work is infallible. |
Dodge covers, well, dodging. Sooner or later something is going to try and kill you by stabbing, shooting, punching, shooting, or burning. Dodge is how you keep from getting killed to death. If you have any intention of surviving you’ll want to take a few levels of Dodge.
See Combat for more information on how dodge is applied.
Dodge is most often paired with Dexterity.
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You can successfully dodge little old ladies with shopping carts. |
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You weren’t half bad at Tag when you were a kid. |
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Regional dodgeball champion. |
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You start bar fights so drunks will take swings at you and make themselves fall down. |
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If you can see the shooter, you can dodge the bullet. |
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You can dodge death rays. Usually. |
Endurance reflects your fitness. If you are exposed to disease, run a marathon, or drag your unconscious friends for three straight hours, Endurance is what you roll. If you perform a strenuous activity for more than a few moments, your GM is likely to call for an Endurance roll. It also comes in handy for all those times some really nasty monster tries to infect you with really nasty spores (this happens more often than you’d think).
Endurance is paired with Stamina for poisons, disease, and feats of endurance.
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You were a sickly child. |
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You can hike for miles without chafing. |
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You can hike for miles and get up the next morning without aching. |
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You run marathons every summer. |
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Doctors would sell their souls to know the secrets of your fortitude. |
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You could go a month without sleep. You wouldn’t want to, but you could. |
Firearms denotes how good you are with a gun. In the world of House Games, it’s pretty rare to come across somebody who doesn’t have at least some training and pack a pistol. If you don’t have any ranks in Firearms you may want to come up with a reason why. But remember, some monsters are bulletproof…
When shooting a gun you roll Dexterity with your Firearms score. Firearms also covers other weapons with a mechanized trigger and a projectile, such as Crossbows.
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You learned all about guns from watching the A-Team. |
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You've played a first-person shooter. |
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You go to the range with buddies every so often. |
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You go to the range every day after work, for five hours, and you are very likely a professional soldier, law enforcement officer, or hunter. |
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The only reason you’re not special ops is because they were too scared to ask. |
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That guy who made the world record sniper shot of over two miles? He turns to you for tips. |
You find things other people don't: That footprint leading from the crime scene, the hidden bullet casing, the wallet that fell out of the perp's pocket.
When you look for clues or search for a secret panel, you’re using Investigation. Unsurprisingly, this is an Ability mastered by police detectives and private investigators, but it is also common for investigative journalists, treasure hunters, and archaeologists. If you want to find what you're looking for, you need Investigation.
Investigation is usually paired with either Intelligence or Perception.
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You just now found out that Lost finished its run. |
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You were a Nancy Drew fan. |
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You’ve watched your fair share of detective shows. |
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You have real world training and are probably a professional. |
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If you can’t find somebody, they don’t exist. |
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Sherlock Holmes has nothing on you. |
This Ability covers a broad category of fine motor skills, many of which are somewhat less than legal. If you want to pick mechanical locks, pick pockets, or hand-forge documents, you want Legerdemain. (Deactivating electronic locks is covered by Engineering, and digital forging is covered by Computer.) Legerdemain is a must have for thieves, stage magicians, and anyone at least a little bit shady. It also covers sleight of hand, escapology, magic tricks, cheating at cards, and similar skulduggery.
Legerdemain is most often paired with Dexterity.
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You could pop the lock on your sister’s diary. |
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You were kicked out of school for running a Three Card Monty. |
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When they kicked you out they thought you were one of the teachers. |
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Your homemade money passes inspection at two out of every three convenience stores. |
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You are a master of disguise. |
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You could steal the “Bill of Rights” if you could only find someone to buy it… |
Whether you’re a professional translator, an effete polyglot, or a professor of languages, Linguistics represents how many foreign tongues you can speak fluently. The first rank in Linguistics gives you one new language, and every rank thereafter increases the total number of languages you speak. Linguistics can sometimes be used to decipher unfamiliar speech or writings.
Linguistics determines the number of languages you speak, in addition to your native language.
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Untrained |
· |
With one rank, you speak a total of 1 language in addition to your native tongue. |
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With two ranks, you speak a total of 2 languages in addition to your native tongue. |
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With three ranks, you speak a total of 4 languages in addition to your native tongue. |
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With four ranks, you speak a total of 8 languages in addition to your native tongue. |
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With five ranks, you speak a total of 16 languages in addition to your native tongue. |
Medicine is your skill at diagnosing symptoms and treating wounds and diseases. It’s a must-have for doctors, veterinarians, and field medics. Medicine does not necessarily mean Western medicine. It could reflect your knowledge of folk cures, acupuncture, or Ayurveda.
Medicine is usually paired with either Intelligence or Perception.
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You faint at the sight of blood. The word, too. |
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You took a CPR course in high school. |
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You’ve attended more than one class with the Red Cross. |
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You are probably a med student or a paramedic. |
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If you have a practice, it’s thriving. |
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You’ve been a part of major medical breakthroughs. Medical students whisper your name with awe and jealousy. |
Meditation is used to center oneself and find peace. It is a must for Buddhists, hippy chicks, and dedicated martial artists. The most common use of Meditation is to recover Temporary Willpower. Roll Stamina + Meditation, difficulty 7, and meditate for an hour. After that hour, you will have regained a number of temporary willpower equal to your successes. Think very carefully before skipping over this skill; it could make all the difference in the world.
Meditation is usually paired with Intelligence or Stamina.
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You tried finding your still place once and woke up three hours later in a bar in Tijuana. |
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You can focus for a few seconds, if there are no distractions. |
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Getting better. You can block out minor distractions. |
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You can block out major distractions and find inner calm with little effort. |
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A marching band of naked cheerleaders couldn’t divert you from seeking enlightenment. |
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You reach a state of Nirvana at will. |
Knowledge of and the ability to use melee weapons, such as knives, axes, clubs, swords, tonfas, maces and anything else that you need to be standing next to your opponent to use.
If you fight with a rapier, a chainsaw, or a sharpened spoon, you are in need of the Melee skill. Melee determines the accuracy of your attack with a handheld weapon; the higher the skill, the more likely you’ll make contact. Fencers, samurai, and commandos know their way around swords, spears, or knives, and thus Melee.
Melee is paired with Dexterity. Many of the weapons used by Melee fighters can also be thrown, but throwing them will require an Athletics roll instead.
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You can cut your own meat most of the time. |
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You had a switchblade as a kid. |
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You joined the college fencing team to prove your manliness. |
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You’ve received knife-fighting training from a professional. |
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You were the baddest Viking to ever swing an axe. |
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You are the reincarnation of Miyamoto Musashi. |
Occult is a broad spectrum knowledge concerning the supernatural. Occult contains a wide variety of hearth wisdom and clues, but little practical application. It provides insights into cults, rituals, and other nasty things that no one should have to deal with. It is also the jumping-off point for the specialty knowledge known as Lore (described under Secondary Abilities).
Occult is most commonly paired with Intelligence.
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You’ve seen a few vampire movies. |
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You’ve done some research but it’s hard to tell truth from fiction. |
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You’re starting to get a handle on this and it scares you. |
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You're the one who recorded that footage of the Sasquatch. |
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You are a leading scholar, but no one wants to hear it. |
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It amazes you that humanity exists at all. There are just so many baddies out there waiting to eat us… |
Rock stars, poets, dancers, and speech-making politicians use Performance to sway and captivate the crowd. If you live life in the public eye, you'll need Performance.
Performance is usually paired with Charisma.
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Your karaoke set always ends in violence. |
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Drunks don’t usually jeer your singing voice. |
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You don’t have a bad stand up act on open mike night. |
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People will actually pay to see you perform. |
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If you’re not a household name it’s because you’ve been hiding your light under a bushel. |
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You could move stoics to tears. |
Do you drive stick? How about a helicopter? If you’re escaping the scene of the crime through the woods on an ATV, you'd better have some ranks in Pilot. This skill is vital to Motor Cross riders, police officers, and, you guessed it, pilots.
Pilot is usually paired with Dexterity.
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You can successfully back out of your own garage. Unless you're drunk. |
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You can drive Granny’s stick-shift without stalling out or crashing. |
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You could make a living as a truck driver. |
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You’re almost ready for Nascar. |
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If it has an engine, you can drive it. |
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Blue Angels, here I come! |
Where would the world be without Science? Back in the Dark Ages waiting for some genius to invent indoor plumbing and Twitter, is where. This Ability covers the natural sciences, the fields of science engaged in the careful study of the natural world (as opposed to the supernatural world, which falls under Occult, or human society, which falls under Academics). It includes chemistry, botany, anatomy, physics, and a host of other fields (all of which make excellent Secondary Skills). Scientists all have training in Science, but so do conservationists, inventors, and even some bartenders.
Science is most commonly paired with Intelligence.
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You paid attention to your fourth grade science teacher. You know, sometimes… |
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You used your Lil’ Tyke Chemistry Set to do more than kill ants. |
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You have a solid understanding of the difference between gravity and the weak nuclear force. |
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You could build an atomic bomb… theoretically. |
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You can’t watch an episode of CSI without cringing from their mistakes. |
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Yeah, String Theory. Right… |
If you have ranks in Stealth you can move quietly and hide effortlessly. An enemy can’t kill you if they don’t know you’re there, so you might want to bone up on your vanishing act. Stealth is vital to thieves, assassins, commandos, and anybody who doesn’t want to be noticed by terrible monsters that are sure to eat you.
Stealth is most commonly paired with Dexterity.
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When sneaking in a group you keep asking whether you're being quiet enough. |
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You weren’t the first kid found when playing Hide and Seek. |
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Your parents never caught you slipping out to party. |
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You are a promising adept of the ninja clan. |
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Special Forces snipers come to you for training. |
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You are a ghost. |
Survival reflects your ability to sustain yourself in the wild. It covers a broad range of skills such as tracking, foraging, setting snares, and navigating by the stars. If it is a wilderness skill not detailed elsewhere, it falls under Survival. Hunters, soldiers, and backwoods serial killers all have Survival.
Survival is often paired with Perception or Dexterity.
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You spent a week in the Boy Scouts. |
· |
You're still a Boy Scout. |
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You’re an experienced hiker. |
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You’ve taken serious survival training. |
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You’re either a Green Beret or a seventh generation hillbilly. |
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The wilderness is your home. |
Secondary Abilities
While the primary abilities on the main character sheet should cover most skills you might want to use, Secondary Abilities allow you take a subset of one of those abilities when appropriate. For example, a character with 5 in performance is a world-class singer, actor, and dancer. If you just want to be a rap star, you could take the "Rapper" secondary skill, which you could roll for rap-related actions and nothing else. Note that it probably makes sense to have one or two dots in the primary ability in most cases. If you're a world-class knife fighter with the "Knife Fighting" skill, it would make sense to have a few points in Melee. GM's discretion.
A character using a Secondary Ability to perform an action gains a -1 Difficulty adjustment in combat situations, or -2 in non-combat situations. The dice pool used is that of the appropriate Secondary Ability, not that of the Primary Ability.
Any skill imaginable is theoretically available as a Secondary Ability; there are an infinite number of them. However, if it isn't listed, never fear! You can always create a Secondary Ability, just double check with your GM to make sure it's not too broad, but also not too specific. The XP cost is the same as for Primary Abilities.
See secondary-abilities for a non-comprehensive list of possible Secondary Abilities.