Earthsaver Game's Greenville LARP Questions and Answers
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List of Abilites

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Ability Name
Possessed By
Example #1
Example #2
Example #3
Example #4

Paragraphs of Information about the given Ability. This is likely longer than what you would find in the book and also a bit better worded. I found that the descriptions in any of the books often lacked practical examples such as the scale of 1 to 5 in an Ability as listed here below:

* Novice: Example of having One Point in an Ability.
** Practiced: Example of having Two Points in an Ability.
*** Competent: Example of having Three Points in an Ability. Quite Skilled.
**** Expert: Four Points Example. Professional Grade. Probably beginning to Specialize.
***** Master: Five Points Example. Undesputed Skill. Best of the Best.

Below this information is a listing of possible Specialties. These are only a few examples of the many possible specialties of any one Ability.

  • Specialty #1
  • Specialty #2
  • Specialty #3
  • Specialty #4
Firearms
Possessed By
Criminals
Gun Nuts
Hunters
Police
Soldiers

Spending time pacticing with a gun (firing range, or no) will set you on the path to having some Firearms ability.

A little time at the gun range goes a long way. You know how to hold, fire and clean a gun. You can unjam one, too, and you can tell different models apart. You know how to stand to get the best aim, how to handle recoil and how to take care of problems in the field.

If you posses the Firearms Ability, you may use your Mental Traits for gun combat instead of using Physical Traits, at no cost. You can expend a level of Firearms for a retest in ranged-fire combat.

* Novice: You passed a "Hunter Safety" Course.
** Practiced: Most of the time, you leave the Firing Range happy.
*** Competent: Your accomplished with several types of guns.
**** Expert: Chances are that you've fired (and been fired upon) in multiple gun battles.
***** Master: You leave smily faces blown through all your targets.
  • Assault Rifles
  • Heavy Machineguns
  • Heavy Pistols
  • Maintenance
  • Pistols
  • Propelled Explosives
  • Rifles
  • Shotguns
  • Submachine Guns
  • Trajectory Calculation
Melee
Possessed By
Ahroun
Barbarians
Duelist
Fencers
Gang Members
Knights
Lancers
Police
Thugs

With something in your hands, you're a force to be reckoned with. Anything and everything, from chairs, spoons and sticks on up to clubs, swords, cars, Klaives, and glaves can be used to damaging effect. Yes, I said cars. Garou are primarily supernaturally physical characters, and using a "Blue Punch Buggy" is not at all out of the question.

Melee Retests are used when you're using a up-close-and-personal kind of weapon. It defines your level of skill in such matters, and is used in those given situations. It's handy to have around when someone jams your gun, or when they have a weapon of their own... as no matter how nice your claws are, if a character with a pole-arm keeps you at reach, you'll never get to use them.

Klaive Dueling was at one time a separate ability, but has been absorbed into a Melee Specialty. This means that if you have a Specialty in your variety of Klaive (say, a Broadsword), you can also use the Klaive Dueling Specialty in regards to Klaive on Klaive combat. This is handy for Honorable Challenges.

* Novice: You've got the basics of fencing under your belt.
** Practiced: Trophies from local competitions gather dust on your shelves.
*** Competent: You've attained skill with several different kinds of weapons.
**** Expert: If you can grab it, you can use it as a deadly weapon.
***** Master: You have a widespread reputation as an extremely dangerous opponent with a myriad of weapons.
  • Axes
  • Battle Axes
  • Blocking
  • Broadswords
  • Claws
  • Clubs
  • Katana
  • Klaives
  • Klaive Dueling
  • Knives
  • Lances
  • Long Swords
  • Maces
  • Parry
  • Scythe
  • Short Swords
  • Spears
  • Saps
  • Tonfa