Available Abilities

Abilities represent the things your character knows how to do or understands. The 7th Age utilizes specific Abilities from among the various MET books. Each are detailed below. If you are looking for an ability that isn't listed here, it is possible we have applied it as a specialization to another ability.

Specializations - Ability Specializations take a month to learn, which cannot be reduced by any means. You may still learn other Abilities during this time, but only one specialization may be learned per month. You may learn up to one specialization for every three levels in an ability. The list below provides some examples of Specializations for many of the abilities.

Lores - Knowledge of each lore at each level will be defined as time permits. Lores at level 1 may be learned after a few months (at ST discretion) of interacting with the subject of that lore. Beyond the first level, one must locate a teacher either through role-play or through use of Learning or Occult influences. In order to interact with species' magical abilities, you must have the Lore of that creature type at or above the level of the ability you wish to affect. This applies to Counter Magic as well as powers like Thieving Talons of the Magpie.

Abilities for All Creature Types

  • Academics - know grammar, rhetoric, logic, mathematics, astronomy, music & history
  • Alertness - can use to negate Surprise retest, know physically what is happening near you
  • Animal Ken - can use to read animals and teach them tricks
  • Archery - can use to retest with any type of bow, can bid mental traits instead of physical
  • Athletics - use to retest athletic feats (Balance, Lifting, Running, Jumping, Swimming, Throwing)
  • Awareness (LOA p.96) - can use to be aware some kind of magic was used near you
  • Blindfighting - can use when fighting to negate penalties from blindness
  • Brawl - can use to retest natural attacks
  • Commerce - skill at negotiating prices for goods and trade
  • Cosmology (LOA p.97) - strength of a place of power or spirit, knowing umbral realms
  • Crafts - used to reduce Crafting Times
  • Demolition - can use to disarm or create demolitions
  • Disguise - can use to create or retest when making or wearing a disguise
  • Dodge - can use to dodge, you cannot attack with the same action
  • Drive (LOA p.97) - used to retest when driving with intent, cannot use ground vehicles without it
  • Empathy - guess other’s emotional states, Social challenge to see if last statement was a lie
  • Enigmas (LOA p.98) - solving puzzles/riddles, doubles time/give extra chances
  • Etiquette - can use to negate a social faux pas
  • Expression - use to create or perform something that moves people
  • Firearms (LOA p.98) - used when firing any gun, can bid mental traits instead of physical
  • Gambling (LWW p.75) - expend to reroll dice or draw new cards to get a better result in games of chance
  • Instruction - reduce another’s Learning Times when teaching
  • Intimidation - use to make someone cower, flee, or to forcefully coerce
  • Investigation - use to puzzle out various clues or information in a scene
  • Law - use to recall law or when arguing legal matters of court
  • Leadership - used to gain minor favors or deeds, used to lead your armies at war
    • Tactics
    • Morale
  • Legerdemain - pick pockets, palm object, juggle (phys), or captivate an audience (soc)
  • Linguistics - 1 extra language per trait
  • Medicine - use to speed a mortal’s healing by one category, know various cures
  • Meditation - expend for a lost hour of sleep or to reduce penalties to focus your mind
  • Melee - retest when fighting with a melee weapon
  • Occult - knowledge of the supernatural, lores are more specific
    • Abyss Mysticism
    • Thanatology
    • Rune Magic
  • Performance - earn a living at a performance art, retest when performing art
  • Pilot - used to retest when piloting with intent, cannot use aerial vehicles without it
  • Poisons - used to know and properly administer poisons
  • Politics - know title, oaths of fealty, and who may be motivated for what
  • Repair - used to repair free standing or mechanical objects
  • Research - used to reduce learning times
  • Ride - used to retest when riding with intent, cannot use mounts without it
  • Rituals - replaces High Ritual, any race can take this, used to retest for magical rituals only
  • Science - education in Science covers techniques of inquiry, modem studies and a broad scope of foundational work in a diverse range of fields.
  • Scrounge - finding used useful things and second-hand wares out of shambles and off of streets
  • Security - defeat traps/locks, etc., set up a secure area w/ traps/locks, etc.
  • Seneschal - increases your influence cap by one for each level,knowledge of physical assets and their needs, from harvesting crops to the maintenance of buildings, management of various taxes and the social skills to coordinate others’ labor, and resolve disputes. A skilled seneschal can evaluate the state of others’ holdings based on personal experience and theoretical knowledge, too
  • Stealth - used to sneak appropriately
  • Streetwise (LOA p.101) - using Streetwise with your Mental traits lets you recognize the influence of various gangs or street communities, know about criminal organizations and activities, and you could perform a little larceny yourself. An appropriate Social Challenge can help you smooth dealings with a hostile gang, but you may need Etiquette to make a really good impression.
  • Subterfuge - When someone confronts you with one of your lies, you can use the Subterfuge Ability in your own defense (if someone uses the Empathy Ability, for instance). By guiding a conversation, you can also unearth someone’s Negative Traits; if you manage to steer conversation to a particular topic in play, you can expend a Subterfuge Ability and make a Social Challenge to determine one of the subject’s Negative Traits related to the topic.
  • Survival - can use Mental traits when hunting and avoiding danger in the wilderness
  • Technology (LOA p.102) - you can puzzle out most technical devices
    • Hardware
    • Software
  • Torture (LoAC, p.58) - can use to strip Willpower (temporary, then permanent) instead of Health levels with Mental Challenges vs. someone in the position to be tortured
  • Lore (examples of specializations are listed under each lore) - know esoteric knowledge
    • Fae
      • Kith
      • House
      • Court (Seelie / Unseelie)
      • Arts / Cantrips
      • Oaths
      • Dautain
      • Kinain
      • Chimera
    • Vampire
      • Clans
      • Disciplines
      • Sects
    • Mage
      • Factions (Traditions, Technocracy, Disparates, Marauders, Nephandi)
      • Spheres
    • Mummy
      • Type (Amenti, Capocochan, etc.)
      • Paths
      • Sects
    • Hunter
      • Powers (Numina, Sorcery, True Faith)
      • Factions (Arcanum, Inquisition, etc.)
      • Imbued
    • Conspiracy Theory
    • Kuei-Jin (Kindred of the East)
      • Dharmas
      • Disciplines
    • Spirit
      • Triat (Wyld / Weaver / Wyrm)
      • High Umbrood (gods, demons, angels, elementals, muses)
      • Middle Umbrood (beings of the many realms)
      • Low Umbrood (wraiths, specters, and the death lords)
      • Gaffling / Jaggling / Incarna / Celestine
    • Umbra
      • Inner Umbra
      • High Umbra (Vulgate, Spires, Courts, Afterworlds, Epiphanies)
      • Middle Umbra (the various realms)
      • Low Umbra (Shadowlands, Dark Kingdoms, Tempest, Far Shores, Oblivion)
      • Dreaming (Near Dreaming, Far Dreaming, Deep Dreaming, Arcadia, various realms)
      • Zones (Vistas, Mirror Zone, Mt. Qaf/Digital Web, Null Zone)
      • Deep Umbra (Malfeas, Pattern Web, Flux, Paradox Realms, COP, Cerberus)
      • Horizons (Horizon Realms, True Horizon, Far Horizon, Shard Realms)
      • Void
      • Umbral Pathways
      • Mythlore
    • Shifter
      • Fera (Ananasi / Bastet (Tribe) / Corax / Gurahl / Kitsune / Mokole (Varna, Auspice, Streams) / Nagah / Nuwisha / Ratkin / Rokea)
      • Garou (Tribe, Auspice)
      • Septs (Black Sun, Eternal Glory, Ptah, etc.)
      • Beast Courts

Fae-Specific Abilities

  • Gremayre (SH p.77) - counter cantrips, fae knowledge, create arts and oaths
  • Kenning (SH p.78) - sense Glamour and what its in or its useage

Vampire-Specific Abilities

  • Bodycrafting - used for Vicissitude modifications
  • Koldunism - cannot have Koldunic Sorcery path levels higher than this rating

Shifter-Specific Abilities

  • Primal Urge - reduce time to change forms or pass through gauntlet, retest on bestial perceptions

Mummy-Specific Abilities

  • Divination - gain future insights 1/game