The below skills are all categorised as ‘aptitude skills’ – designed to allow a character to investigate, track quarry, and notice anything which seems out of the ordinary – no mean feat in the extremely unusual world of Vaklam!

Arguably the most important skills for Scouts and Hunters are the Urban or Wilderness Venator skills which allow a character to read tracks and traces in urban or wilderness environments.

The amount of times each skill can be purchased will vary based on your archetype. Refer to your OCS and ensure that you do not have more purchases than the ‘Max Buy’ column!

Tier 1+ Skills

Urban Venator

EDV: 2
Availability: Tier 1+

Character can interact with Urban Venator Feat Sheets. Each buy past the first allows you to permanently add one suit to any check of this type that you make

Wilderness Venator

EDV: 2
Availability: Tier 1+

Character can interact with Wilderness Venator Feat Sheets. Each buy past the first allows you to permanently add one suit to any check of this type that you make

Evaluate

EDV: 2
Availability: Tier 1+

Character can interact with Evaluate Feat Sheets. Each buy past the first allows you to permanently add one suit to any check of this type that you make

Keen Eyes

EDV: 2
Availability: Tier 1+

The character has extremely good eyesight and receives the Keen Eyes handout at the start of the event.

Sniff

EDV: 2
Availability: Tier 1+

The character has sharpened their sense of smell and now receives the Sniff handout at the start of the day.

Uncanny Hearing

EDV: 2
Availability: Tier 1+

The character has extremely fine hearing and now receives the Uncanny Hearing handout at the start of the day.

Sixth Sense

EDV: 2
Availability: Tier 1+

Character has trained themselves to read body language and understand the nuance of language. They may detect uncomfortableness in speech patterns and the like which may indicate if a person is lying, hiding something or perhaps even threatened from a distant vantage point. The exact reason is not learned and must be extrapolated.

At the start of the event a player with this skill will be issued with a set of five obscure words that are relevant to that day only. If any system controlled character uses that word on event then this would indicate to the player that they are uncomfortable, lying or similar.


Tier 2+ Skills

Keen Senses

EDV: 2
Availability: Tier 2+

A character with this skill is capable of recognising folk who are disguised. At the start of an event a character will receive a Keen Senses sheet from the Red Table or God that contains question and answer responses. To use this skill a character must observe a person for at least 5 minutes and then ask one of the questions in character that would fit the roleplaying scenario that is unfolding in front of them. The responses given by the crew will allow them to note if they are disguised are not. This skill usually works in conjunction with Sixth Sense.


Tier 3+ Skills

Fit as a Fiddle

EDV: 2
Availability: Tier 3+

Character may ignore one environmental penalty per scene for each purchase of this skill.

Intuition

EDV: 3
Availability: Tier 3+

Prerequisites: Sixth Sense, Keen Senses

The character gains an intuitive sense for strange situations where something doesn’t seem quite right. This is similar to Sixth Sense but allows for a broader range of oddities and unusual qualities to be detected.

At the start of the day the character will be issued with a set of broad subjects which will indicate to them that something is amiss.

Surveillance

EDV: 3
Availability: Tier 3+

Prerequisites: Urban or Wilderness Venator 3+, Evaluate 3+

The character may now interact with Surveillance feat sheets.

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Tier 4+ Skills

Advanced Surveillance

EDV: 4
Availability: Tier 4+

The character ignores one level of negative penalty on any Venator, Evaluate or Surveillance feat sheets for each time this skill has been purchased.


Tier 5 Skills

At Home Anywhere

EDV: 5
Availability: Tier 5

The character is no longer effected by negative environmental penalties.

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