In Nomine Skills

Main.InNomineSkills History

Hide minor edits - Show changes to output

August 28, 2020, at 02:13 PM by 66.18.61.107 -
Changed line 13 from:
* '''Athletics''' (Strength or Agility): Climbing, running, swimming, lifting, and other cardio-heavy effort. The GM decides which characteristic applies to a given task.
to:
* '''Athletics''' (Strength): Climbing, running, swimming, lifting, and other cardio-heavy effort. May occasionally "float" to Agility for certain tasks, though agile movement is usually a Grace roll.
March 18, 2019, at 01:45 PM by 74.221.181.126 -
Changed line 26 from:
* '''Burglary''' (Precision): Picking locks, jimmying windows, shoplifting, concealing weapons, pickpocketing, etc.
to:
* '''Burglary''' (Precision): Picking locks, jimmying windows, shoplifting, concealing weapons, pickpocketing, sleight of hand, etc.
March 18, 2019, at 01:40 PM by 74.221.181.126 -
Changed lines 15-16 from:
* '''Dancing''' (Agility): From courtly ballrooms to strip teases. Aids in performing Corporeal songs ''sotto voce'' ('''''Liber Canticorum,''''' p. 20).
* '''Dodge''' (Agility*): Getting out of the way of close or ranged attacks, as well as general acrobatic stuff.
to:
* '''Dodge''' (Agility*): Getting out of the way of close or ranged attacks, and other general "reflex saves."
Added line 19:
* '''Grace''' (Agility): Acrobatics, dancing, balance, gymnastics, and so on. Aids in performing Corporeal songs ''sotto voce'' (as Dancing, '''''Liber Canticorum,''''' p. 20).
Changed line 47 from:
* '''Music''' (Perception): Singing and playing instruments. Celestials can use it to communicate subtly. Aids in performing Celestial songs ''sotto voce'' (as for Singing, '''''Liber Canticorum,''''' p. 20).
to:
* '''Music''' (Perception): Singing and playing instruments. Celestials can use it to communicate subtly. Aids in performing Celestial songs ''sotto voce'' (as Singing, '''''Liber Canticorum,''''' p. 20).
February 09, 2019, at 09:24 AM by 74.221.181.126 -
Added line 47:
* '''Music''' (Perception): Singing and playing instruments. Celestials can use it to communicate subtly. Aids in performing Celestial songs ''sotto voce'' (as for Singing, '''''Liber Canticorum,''''' p. 20).
Deleted line 49:
* '''Singing''' (Perception): Making music. Celestials can use it to communicate subtly. Aids in performing Celestial songs ''sotto voce'' ('''''Liber Canticorum,''''' p. 20).
August 17, 2018, at 07:41 AM by 208.21.37.69 -
Changed line 33 from:
* '''Ranged Weapons''' (Precision*): Using muscle-powered projectile weapons, like bows, crossbows, and harpoons.
to:
* '''Missile Weapons''' (Precision*): Using muscle-powered projectile weapons, like bows, crossbows, and harpoons.
December 29, 2017, at 10:02 AM by 104.251.247.127 -
Changed line 27 from:
* '''Investigation''' (higher of Intelligence or Perception): Identifying clues and using anything from forensics to research to determine what happened at a scene. Does not cover motivation; use Empathy for that. This can be a Celestial skill if your Perception is higher than your Intelligence.
to:
* '''Investigation''' (higher of Intelligence or Perception): Identifying clues and using anything from forensics to research to unearth answers. Does not cover discerning a person's motivation; use Empathy for that. This can be a Celestial skill if your Perception is higher than your Intelligence.
November 20, 2017, at 02:19 PM by 74.221.181.182 -
Changed line 56 from:
* '''Profession''' (varies): For celestials, this is usually covered by a role, but both mortals and celestials often pick up random bits of knowledge. You must specialize: Profession (Lawyer), Profession (Actor), Profession (Mechanic), etc. Work out with the GM which characteristic this is tied to.
to:
* '''Profession''' (varies): For celestials, this is usually covered by a role, but both mortals and celestials often pick up random bits of knowledge. You must specialize: Profession (Lawyer), Profession (Actor), Profession (Mechanic), etc. Work out with the GM which characteristic this is tied to (usually Intelligence).
November 20, 2017, at 01:08 PM by 74.221.181.182 -
Changed line 7 from:
For celestials, most skills default at -2, except for Fighting (Unarmed) which defaults at 0 (no penalty) and Knowledge which defaults at -4 (or worse). For mortals, most skills default at 0 (no penalty), except for most Knowledge skills which default at -4 (or worse). (''Exception:'' Enchantment has no default.)
to:
Most skills default at -2 for celestials or no penalty for humans. There are a few exceptions: Enchantment has no default, Fighting (Unarmed) defaults at no penalty, and most Knowledge skills default at -4 (or worse).
November 20, 2017, at 01:06 PM by 74.221.181.182 -
Changed lines 7-8 from:
For celestials, most skills default at -2, except for Fighting (Unarmed) which defaults at 0 (no penalty) and Knowledge which defaults at -4 (or worse). For mortals, most skills default at 0 (no penalty), except for Knowledge which defaults at -2 (or worse). (''Exception:'' Enchantment has no default.)
to:
For celestials, most skills default at -2, except for Fighting (Unarmed) which defaults at 0 (no penalty) and Knowledge which defaults at -4 (or worse). For mortals, most skills default at 0 (no penalty), except for most Knowledge skills which default at -4 (or worse). (''Exception:'' Enchantment has no default.)
Changed line 28 from:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below for samples. Defaults are at an extra -2 or, at the GM's discretion, ''worse'' (including the possibility of no default).
to:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below for samples. Defaults are at -4 or, at the GM's discretion, ''worse'' (including the possibility of no default).
Deleted line 62:
* ''Culture:'' Anthropology, history, savoir-faire, sociology, etc.
Changed lines 64-65 from:
* ''Heaven'' or ''Hell'' or ''The Marches:'' Important locations, people, factions, etc.
to:
* ''Heaven'' or ''Hell'' or ''The Marches:'' The details of specific locations, people, factions, etc. The default is 0 for angels, demons, and ethereals respectively.
* ''Humanities:'' Anthropology, history, savoir-faire, sociology
, etc.
November 06, 2017, at 08:59 PM by 74.221.181.182 -
Changed line 48 from:
* '''Provocation''' (Will): Incite an emotional response in others -- fear, arousal, disgust, etc.
to:
* '''Presence''' (Will): Coming across as larger than life, to intimidate, inspire, or draw the attention of others.
Changed line 51 from:
* '''Tracking''' (Perception): Following someone through terrain which makes this possible (not very useful in most cities). Can also be used to follow the echoes of a celestial's disturbance.
to:
* '''Tracking''' (Perception): Following someone through natural terrain. Can also be used to follow the echoes of a celestial's disturbance.
November 06, 2017, at 08:53 PM by 74.221.181.182 -
Changed line 28 from:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below. Defaults are at an extra -2 or, at the GM's discretion, ''worse'' (including the possibility of no default).
to:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below for samples. Defaults are at an extra -2 or, at the GM's discretion, ''worse'' (including the possibility of no default).
November 06, 2017, at 08:52 PM by 74.221.181.182 -
Changed line 53 from:
!! Special Skills
to:
!! Other Skills
November 06, 2017, at 12:04 PM by 74.221.181.182 -
Changed line 9 from:
Any skill marked with a '''*''' is a combat skill. Its listed characteristic applies in the Corporeal Realm, but it "floats" to the equivalent characteristic in other Realms. For example, in the Marches, Fighting (Heavy) is an Intelligence skill, Throwing is a Precision skill (regardless of whether you usually use it with Agility or Precision), and Guns remains a Precision skill.
to:
Any skill marked with a * by its characteristic(s) is a combat skill. Its listed characteristic(s) applies in the Corporeal Realm, but it "floats" to the equivalent characteristic in other Realms. For example, in the Marches, Fighting (Heavy) is an Intelligence skill, Throwing is a Precision skill (regardless of whether you usually use it with Agility or Precision), and Guns remains a Precision skill. See ''Combat'' in [[In Nomine Gameplay]] for more.
November 06, 2017, at 12:02 PM by 74.221.181.182 -
Changed line 28 from:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below. Defaults are at an extra -2 ''or worse'' (up to "sorry, there's no default") at the GM's discretion.
to:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below. Defaults are at an extra -2 or, at the GM's discretion, ''worse'' (including the possibility of no default).
November 06, 2017, at 12:02 PM by 74.221.181.182 -
Changed line 28 from:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below. Defaults are at an extra -2 ''or worse.''
to:
* '''Knowledge''' (Intelligence): This is a separate skill for each type of knowledge. See below. Defaults are at an extra -2 ''or worse'' (up to "sorry, there's no default") at the GM's discretion.
November 06, 2017, at 11:56 AM by 74.221.181.182 -
Changed lines 7-10 from:
For celestials, most skills default at -2, except for Fighting (Unarmed) which defaults at 0 (no penalty) and Knowledge which defaults at -4 (or worse). For mortals, most skills default at 0 (no penalty), except for Knowledge which defaults at -2 (or worse).

''Exception:'' Enchantment (see '''''Liber Reliquarum,''''' p. 29) is not tied to any one characteristic and has no default for anyone.
to:
For celestials, most skills default at -2, except for Fighting (Unarmed) which defaults at 0 (no penalty) and Knowledge which defaults at -4 (or worse). For mortals, most skills default at 0 (no penalty), except for Knowledge which defaults at -2 (or worse). (''Exception:'' Enchantment has no default.)

Any skill marked with a '''*''' is a combat skill. Its listed characteristic applies in the Corporeal Realm, but it "floats" to the equivalent characteristic in other Realms. For example, in the Marches, Fighting (Heavy) is an Intelligence skill, Throwing is a Precision skill (regardless of whether you usually use it with Agility or Precision), and Guns remains a Precision skill
.
Changed lines 16-19 from:
* '''Dodge''' (Agility[[#f2|[2]]]): Getting out of the way of close or ranged attacks, as well as general acrobatic stuff.
* '''Fighting (Heavy)''' (Strength[[#f1|[1]]]): Wielding large, powerful weapons, like swords, axes, and baseball bats.
* '''Fighting (Light)''' (Agility[[#f2|[2]]]): Wielding light, fast weapons, like knives and small batons.
* '''Fighting (Unarmed)''' (Strength[[#f1|[1]]]): Punching, grappling, and parrying without weapons. Default is always 0!
to:
* '''Dodge''' (Agility*): Getting out of the way of close or ranged attacks, as well as general acrobatic stuff.
* '''Fighting (Heavy)''' (Strength*): Wielding large, powerful weapons, like swords, axes, and baseball bats.
* '''Fighting (Light)''' (Agility*): Wielding light, fast weapons, like knives and small batons.
* '''Fighting (Unarmed)''' (Strength*): Punching, grappling, and parrying without weapons. Default is always 0!
Changed lines 21-23 from:
* '''Throwing''' (higher of Agility or Precision[[#f3|[3]]]): Throwing light objects such as knives or grenades. This can be an Ethereal skill if your Precision is higher than your Agility.

to:
* '''Throwing''' (higher of Agility or Precision*): Throwing light objects such as knives or grenades. This can be an Ethereal skill if your Precision is higher than your Agility.

Changed line 29 from:
* '''Guns''' (Precision[[#f4|[4]]]): Using pistols, rifles, tasers, flamethrowers, and so on.
to:
* '''Guns''' (Precision*): Using pistols, rifles, tasers, flamethrowers, and so on.
Changed line 33 from:
* '''Ranged Weapons''' (Precision[[#f4|[4]]]): Using muscle-powered projectile weapons, like bows, crossbows, and harpoons.
to:
* '''Ranged Weapons''' (Precision*): Using muscle-powered projectile weapons, like bows, crossbows, and harpoons.
Changed line 37 from:
* '''Throwing''' (higher of Agility or Precision[[#f3|[3]]]): See above.
to:
* '''Throwing''' (higher of Agility or Precision*): See above.
Changed lines 53-58 from:
!! Catch-All Skill

* '''Profession''' (varies): For celestials, this is usually covered by a role, but both mortals and celestials often pick up random bits of knowledge. You must specialize: Profession (Lawyer), Profession (Actor), Profession (Mechanic), etc.

!!!!
Knowledge Skills
to:
!! Special Skills

* '''Enchantment''' (N/A): See '''''Liber Reliquarum,''''' p. 29. This skill has no default and is added to your Forces in the applicable Realm, not to a characteristic.
* '''
Profession''' (varies): For celestials, this is usually covered by a role, but both mortals and celestials often pick up random bits of knowledge. You must specialize: Profession (Lawyer), Profession (Actor), Profession (Mechanic), etc. Work out with the GM which characteristic this is tied to.

!!!! Sample
Knowledge Skills
Deleted lines 69-76:

!!!! Notes

[[#f1]] [1] Fighting (Heavy or Unarmed) becomes an Intelligence skill in the Marches or a Will skill when celestial.\\
[[#f2]] [2] Dodge and Fighting (Light) become Precision skills in the Marches or Perception skills when celestial.\\
[[#f3]] [3] In the Marches, Throwing is always a Precision skill. When celestial, it becomes a Perception skill.\\
[[#f4]] [4] Guns and Ranged Weapons become Perception skills when celestial.

October 20, 2017, at 11:53 PM by 74.221.181.182 -
Changed line 42 from:
* '''Artistry''' (Perception): Creating and reproducing art. Reading the emotional intent of a work. You may choose one specialty (painting, sculpture, etc.) for each level of skill.
to:
* '''Artistry''' (Perception): Creating and reproducing art. Reading the emotional intent of a work. You may choose one specialty (painting, woodwinds, poetry, etc.) for each level of skill.
October 20, 2017, at 11:53 PM by 74.221.181.182 -
Deleted line 45:
* '''Instigate''' (Will): Incite an emotional response in others -- fear, arousal, disgust, etc.
Added line 48:
* '''Provocation''' (Will): Incite an emotional response in others -- fear, arousal, disgust, etc.
October 18, 2017, at 07:19 PM by 74.221.181.182 -
Changed line 73 from:
[[#f2]] [2] Fighting (Light) becomes a Precision skill in the Marches or a Perception skill when celestial.\\
to:
[[#f2]] [2] Dodge and Fighting (Light) become Precision skills in the Marches or Perception skills when celestial.\\
October 18, 2017, at 07:18 PM by 74.221.181.182 -
Changed line 27 from:
* '''Investigation''' (higher of Intelligence or Perception): Assessing a crime scene, identifying clues, and using forensics. Does not cover motivation; use Empathy for that. This can be a Celestial skill if your Perception is higher than your Intelligence.
to:
* '''Investigation''' (higher of Intelligence or Perception): Identifying clues and using anything from forensics to research to determine what happened at a scene. Does not cover motivation; use Empathy for that. This can be a Celestial skill if your Perception is higher than your Intelligence.
October 18, 2017, at 05:21 PM by 74.221.181.182 -
Changed line 75 from:
[[#f4]] [4] Guns and Ranged Weapons become a Perception skills when celestial.
to:
[[#f4]] [4] Guns and Ranged Weapons become Perception skills when celestial.
October 18, 2017, at 05:19 PM by 74.221.181.182 -
Added lines 7-10:
For celestials, most skills default at -2, except for Fighting (Unarmed) which defaults at 0 (no penalty) and Knowledge which defaults at -4 (or worse). For mortals, most skills default at 0 (no penalty), except for Knowledge which defaults at -2 (or worse).

''Exception:'' Enchantment (see '''''Liber Reliquarum,''''' p. 29) is not tied to any one characteristic and has no default for anyone.

Changed lines 13-19 from:
* '''Athletics''' (Strength or Agility): Climbing, running, swimming, jumping, lifting, and other cardio-heavy effort.
* '''Fighting (Unarmed)''' (Strength[[#f1|[1]]])
* '''Contortion: Wriggle out of bonds, squeeze into air ducts or through cracks, etc.
* '''Dodge*: Get out of the way of close or ranged attacks.
* '''Physique: Lift heavy things, resist disease or drugs, be hard to move.
* '''Stealth: Being hard to see, hear, or whatever else is necessary
.
to:
* '''Athletics''' (Strength or Agility): Climbing, running, swimming, lifting, and other cardio-heavy effort. The GM decides which characteristic applies to a given task.
* '''Contortion''' (Agility): Wriggling out of bonds, squeezing into air ducts or through cracks, etc. The GM may allow you to use Precision (if better) for the purpose of escaping handcuffs, etc.
* '''Dancing''' (Agility): From courtly ballrooms to strip teases
. Aids in performing Corporeal songs ''sotto voce'' ('''''Liber Canticorum,''''' p. 20).
* '''Dodge''' (Agility[[#f2|[2]]]): Getting out of the way of close or ranged attacks, as well as general acrobatic stuff.
* '''Fighting (Heavy)''' (Strength[[#f1|[1]]]): Wielding large, powerful weapons, like swords, axes, and baseball bats.
* '''Fighting (Light)''' (Agility[[#f2|[2]]]): Wielding light, fast weapons, like knives and small batons.
* '''Fighting (Unarmed)''' (Strength[[#f1|[1]]]): Punching, grappling, and parrying without weapons. Default is always 0!
* '''Stealth''' (Agility): Being hard to see, hear, or whatever else is necessary.
* '''Throwing''' (higher of Agility or Precision[[#f3|[3]]]): Throwing light objects such as knives or grenades. This can be an Ethereal skill if your Precision is higher than your Agility.


Changed lines 26-35 from:
* '''Academics: Anything you'd learn in high school or college: science, history, etc.
* '''Burglary: Picking locks, jimmying windows, shoplifting, concealing weapons, pickpocketing, etc.
* '''Lore: Knowledge of Heaven, Hell, songs, undead, and other "esoteric" things
.
* '''Medicine: Diagnosis, doctoring, surgery, biology, biochemistry, drugs (even street drugs), etc.
* '''Naturalist: Surviving off the land, dealing with
(or riding) animals, navigating the wilderness, etc.
* '''Ranged Combat: Fighting with pistols, thrown weapons, etc
.
* '''Street-Smarts: Finding your way around an area and knowing who to talk to -- and who not to!
*
'''Technology: From engineering new inventions to hacking computers.
* '''Vehicles:
Driving cars, piloting helicopters, and so on.
to:
* '''Burglary''' (Precision): Picking locks, jimmying windows, shoplifting, concealing weapons, pickpocketing, etc.
* '''Investigation''' (higher of Intelligence or Perception): Assessing a crime scene, identifying clues, and using forensics. Does not cover motivation; use Empathy for that. This can be a Celestial skill if your Perception is higher than your Intelligence.
* '''Knowledge'''
(Intelligence): This is a separate skill for each type of knowledge. See below. Defaults are at an extra -2 ''or worse.''
* '''Guns''' (Precision[[#f4|[4]]]): Using pistols, rifles, tasers, flamethrowers,
and so on.
*
'''Languages''' (special): At character creation, you have fluency in a number of languages equal to your Ethereal Forces. (Once the game begins, raising your Ethereal Forces does ''not'' add a new language!) Use this skill to add more; each level of skill grants fluency in another language.
* '''Medicine''' (Precision): Diagnosing and doctoring. See '''''In Nomine''''' (p. 76) for rules.
* '''Meditation''' (Precision): Blocking out distractions. Can give +1 to focused effort. Aids in performing Ethereal songs ''sotto voce'' ('''''Liber Canticorum,''''' p. 20).
* '''Ranged Weapons''' (Precision[[#f4|[4]]]): Using muscle-powered projectile weapons, like bows, crossbows, and harpoons.
* '''Streetwise''' (Intelligence): Finding your way around an area and knowing who to talk to -- and who not to!
* '''Tactics''' (Intelligence): Leading a small group through a conflict and anticipating the other side's actions.
* '''Technology''' (Intelligence or Precision): Understanding and using computers and electronic devices. Use Intelligence to answer questions or jury-rig devices, Precision to operate them.
* '''Throwing''' (higher of Agility or Precision[[#f3|[3]]]): See above.
* '''Vehicles''' (Precision)
: Driving cars, piloting helicopters, and so on.
Changed lines 42-50 from:
* '''Artistry: Everything from painting to singing to stage acting.
* '''Awareness: Noticing things, using your senses, avoiding surprise attacks, investigating a crime scene,
etc.
* '''Deception: Faking feelings, telling lies, and fast-talking people.
* '''Empathy: Understanding others' motivation
, knowing if they're lying, basic psychology, etc.
* '''Guts: Resisting influence
, being fearless, intimidating others, etc.
* '''Rapport: Making others like you, whether via charisma
, speeches, seduction, etc.


to:
* '''Artistry''' (Perception): Creating and reproducing art. Reading the emotional intent of a work. You may choose one specialty (painting, sculpture, etc.) for each level of skill.
* '''Deception''' (Will): Faking feelings, telling lies
, and fast-talking people.
*
'''Dreaming''' (Perception): Falling asleep or waking up, shaping your own dreamscape, and navigating the Marches.
* '''Empathy''' (Perception): Understanding others' motivation
, knowing if they're lying, basic psychology, etc.
* '''Instigate''' (Will): Incite an emotional response in others -- fear, arousal, disgust, etc.
* '''Investigation''' (higher of Intelligence or Perception): See above.
* '''Persuasion''' (Will): Making others like you, whether via charisma, speeches, seduction, etc.
* '''Singing''' (Perception): Making music. Celestials can use it to communicate subtly. Aids in performing Celestial songs ''sotto voce'' ('''''Liber Canticorum,''''' p. 20).
* '''Survival''' (higher of Will or Perception): Living off the land, dealing with animals, and foraging for food. Choose one environment (desert, forest, etc.) for each level of skill.
* '''Tracking''' (Perception): Following someone through terrain which makes this possible (not very useful in most cities). Can also be used to follow the echoes of a celestial's disturbance.

!! Catch-All Skill

* '''Profession''' (varies): For celestials, this is usually covered by a role, but both mortals and celestials often pick up random bits of knowledge. You must specialize: Profession (Lawyer), Profession (Actor), Profession (Mechanic), etc.

!!!! Knowledge Skills

There are a wide range of options; you aren't limited to what appears here!

* ''Alchemy:'' See '''''Corporeal Player's Guide''''' (p. 26).
* ''Culture:'' Anthropology, history, savoir-faire, sociology, etc.
* ''Engineering:'' Designing complex devices.
* ''Heaven'' or ''Hell'' or ''The Marches:'' Important locations, people, factions, etc.
* ''Necromancy:'' See '''''Corporeal Player's Guide''''' (p. 49).
* ''Occultism:'' Very broad but shallow knowledge of the supernatural.
* ''Science:'' Chemistry, geology, physics, etc.
* ''(area):'' The people, places, hangouts, etc., of a specific area on Earth. The smaller the area, the more detailed the knowledge.

Changed lines 72-76 from:
[[#f1]] 1
[[#f2]] 2
[[#f3]] 3
[[#f4]] 4
[[#f5]] 5
to:
[[#f1]] [1] Fighting (Heavy or Unarmed) becomes an Intelligence skill in the Marches or a Will skill when celestial.\\
[[#f2]] [2] Fighting (Light) becomes a Precision skill in the Marches or a Perception skill when celestial.\\
[[#f3]] [3] In the Marches, Throwing is always a Precision skill. When celestial, it becomes a Perception skill.\\
[[#f4]] [4] Guns and Ranged Weapons become a Perception skills when celestial.
October 18, 2017, at 04:10 PM by 74.221.181.182 -
Changed lines 4-6 from:
!! header
----

to:

All skills cost 1 point per level. They can be bought to maximum of 6 levels, with the exception of Languages which has no limit.

!! Corporeal Skills

* '''Athletics''' (Strength or Agility): Climbing, running, swimming, jumping, lifting, and other cardio-heavy effort.
* '''Fighting (Unarmed)''' (Strength[[#f1|[1]]])
* '''Contortion: Wriggle out of bonds, squeeze into air ducts or through cracks, etc.
* '''Dodge*: Get out of the way of close or ranged attacks.
* '''Physique: Lift heavy things, resist disease or drugs, be hard to move.
* '''Stealth: Being hard to see, hear, or whatever else is necessary.

!! Ethereal Skills

* '''Academics: Anything you'd learn in high school or college: science, history, etc.
* '''Burglary: Picking locks, jimmying windows, shoplifting, concealing weapons, pickpocketing, etc.
* '''Lore: Knowledge of Heaven, Hell, songs, undead, and other "esoteric" things.
* '''Medicine: Diagnosis, doctoring, surgery, biology, biochemistry, drugs (even street drugs), etc.
* '''Naturalist: Surviving off the land, dealing with (or riding) animals, navigating the wilderness, etc.
* '''Ranged Combat: Fighting with pistols, thrown weapons, etc.
* '''Street-Smarts: Finding your way around an area and knowing who to talk to -- and who not to!
* '''Technology: From engineering new inventions to hacking computers.
* '''Vehicles: Driving cars, piloting helicopters, and so on.

!! Celestial Skills

* '''Artistry: Everything from painting to singing to stage acting.
* '''Awareness: Noticing things, using your senses, avoiding surprise attacks, investigating a crime scene, etc.
* '''Deception: Faking feelings, telling lies, and fast-talking people.
* '''Empathy: Understanding others' motivation, knowing if they're lying, basic psychology, etc.
* '''Guts: Resisting influence, being fearless, intimidating others, etc.
* '''Rapport: Making others like you, whether via charisma, speeches, seduction, etc.



!!!! Notes

[[#f1]] 1
[[#f2]] 2
[[#f3]] 3
[[#f4]] 4
[[#f5]] 5
October 18, 2017, at 03:54 PM by 74.221.181.182 -
Added lines 1-11:
Return to [[In Nomine]] or to [[In Nomine Character Creation]]

----
!! header
----



----

Return to [[In Nomine]] or to [[In Nomine Character Creation]]