Chapter 3: Skills

All sentences including the word “yo” should be read in Jesse Pinkman's voice.
I think we've already established the basics: McWoD is, mechanically, a d20 Modern hack, albeit made so as to be unbalanced to the point of being mostly incompatible with actual d20 Modern; 1st-level Werewolves are equivalent to 4th-level Strong Heroes, except Werewolves go up to Level 20.
Now, you might recall that the skills your character can pour points into is determined not by their type, but by their focus. However, because that would be far too simple, in the Skills chapter we're told that PCs also choose two themes at first level, which are bundles of skills in which they get three ranks each. The themes are directly associated with certain of the foci, but there's no rule that I can see that says your themes have to fall under your focus.
Sample themes:
Criminal (Stealth): Criminal skills require a fine hand for detailed work and a penchant for larceny.
Skills: Demolitions (Int), Disable Device (Int), Forgery (Int), Open Lock (Dex) and Sleight of Hand (Dex)
Magic (Intellect): While academia skills focus on readily available knowledge, magic skills focus on rare lore and the study and use of magic.
Skills: Concentration (Con), Knowledge (Occult), Research (Int) and Spellcraft (Int)
There's not a whole lot to say here. The skills chapter is 36 pages long, but 32 of those pages are just the actual list and descriptions of the skills themselves. If you're familiar with d20 hacks, you're basically familiar with these skills. You could almost skip the chapter entirely. This list is like the d20 Modern list with a few 3.5 tweaks. So there's still Computer Use, Demolitions, and Navigate, but Decipher Script has been removed. No one has really gone through this thing with a fine eye, because Open Lock, Demolitions, and Disable Device are three different skills.

It wouldn't be hard to improve this skill list a bit, but that would be effort instead of copypasta.
The basic problems with this system were made extremely clear by d20 Modern, which is not exactly surprising what with this system being essentially exactly d20 Modern's skill system. So all skills are capped by level and the cap rises quite slowly by level (+1 per hit die). This means that to be a noticeably good [$THING] you have to have a noticeably large number of hit dice, which in turn means that you can bounce bullets off your chest and punch your way through a gang of thugs. It means that any good computer hacker is like automatically Hackerman from Kung Fury.

An emergent, if stupid, facet of the system.
Skills are still handled on a d20, which is a linear RNG and has all the problems that entails (in order to be able to usually succeed at a task another character can't succeed at, your bonus has to be very large compared to the entire RNG, for example). There are various things you could do about these issues, but McWoD chooses to do none of them.
McWoD's approach to Computer Use is somewhere between Call of Cthulhu and Shadowrun. Which is to say, it's needlessly more complicated than a single d20 roll to do <whatever>, and not granular enough to actually bitch about the fine points.
The biggest change in the way things are done is how McWoD handles the skill points at level 1. d20 skills rise at the rate of 1 per level, but the cap at first level is 4. Traditionally, D&D and its derivatives give out four times as many skill points at first level, which causes a lot of problems when multiclassing between classes that give out different amounts of skills per level. Now, McWoD does not allow you to switch classes. Once
you start playing a Werewolf you just keep taking levels of Werewolf until you stop playing the game or roll a new character after realizing how completely terrible Werewolves are. So that particular problem wouldn't have been a big deal in McWoD, which is why they throw out a half-assed solution to it anyway. This “solution” perhaps unsurprisingly, makes the game less user friendly and less balanced.

You pick two “themes” and each one gives you a list of skills that you get 3 ranks in. The different themes do not give you the same number of skills, and the game doesn't even bother telling you what happens if you pick two themes that give the same skill. I can see what they were trying to do here, but this is just obviously a bad idea and more importantly it's a slapdash attempt to fix a common d20 problem that this ruleset didn't even have! This is such blatantly just some old d20 hands reaching into the folder of halfbaked d20 rule ideas that it's hard to even engage with.
Alchemy/Craft (Alchemy) has been replaced with Craft (Chemicals), which lets you make acids and poisons, but not legal drugs or antacids (which would fall under Craft(Pharmaceuticals)); illegal drugs aren't listed at all, so presumably you're on your own if you want to play Vampire Heisenberg.

Craft (Electronics) is a thing too, and we realize that building a computer from scratch is just as difficult as brewing up a batch of sarin gas, but takes four times as long. In the same time as it takes to build a computer, you can build a jet engine using Craft (Mechanical).
I didn't think it was possible, but the Craft sub-skills go down from there. Craft (Structural) lets you put up bookcases (presumably you get a circumstance bonus if it's IKEA). Craft (Visual Art) and Craft (Writing) are things.
Each skill is assigned to one focus, whose names have been pulled out of an ass. You get one focus, and it determines which skills don't cost you double. Some skills are in two groups, but not enough. So if you focus in “Stealth” you don't get easy access to “Bluff.” Honestly, I don't even know what these are for. It's an alternate take on class skills from D&D, but considering that the game went for big customizable classes you couldn't ever leave I don't understand why the whole concept of cross-classed skills wasn't simply dropped.
We haven't gotten to the magic rules yet and we won't this post, but you get a window into madness in this section where they reveal that casting spells is a spellcraft roll with a base DC equal to the number of components used to cast the spell. If you're at all familiar with the terribleness of shit like the Epic Spellcasting rules from D&D, you can sense a great disturbance in the force.
Ironically, the most offensive part of this chapter is a non-mechanical bit of fluff floating in a black halo randomly inserted on the page:
Fuck you. You don't get to make that claim, because you've explicitly fucking avoided any reference to actual magical traditions! Shadowrun can get away with that shit if it wants to, because they make no pretense of referring back to real-life magical systems! Asshats.“The coming of the Iconnu may have invigorated the magical sphere, but the key to mastering it is still in the study of the ancient arts. The Egyptians, the Babylonians . . . they knew more of the secrets of the universe than any modern scientist.”
—Nathan Gross, mage
Chapter 4: Feats & Abilities
We all wish.
This chapter is 56 pages long and divided into the special abilities that each type gets exclusively. Disciplines for Vampires, Gnosis for Mages, Cants for Demons, and Feats... for everyone. Awakened get more of them, but really everyone gets feats, including the statted up normals later in the book. So, sucks to be an Awakened, I guess. Also the Mages “real” power is their spells, not their Gnosis, and that's an entire chapter to itself.
I would like to take a moment to complain that the art in this book is incredibly bad. Sub-par even by nWoD or random 3rd-party d20 product standard. It's not just that nobody is bring their B-game (the A-game is right out), the fucking faded grayscale pencil drawings with obvious digital touch-up clusterfucking really grinds my gears.
Feats are almost entirely straight copypasta from the d20 Modern SRD, which in turn are mostly the least ambitious feats from Dungeons & Dragons. A lot of these are therefore ultimately sourced in a tactical environment where people would be expected to line up and hit each other with swords. I can't be fucked to count, but a quick eyeballing looks that more than half of these things are specifically relevant for melee combat – something you are quite likely to never participate in because guns exist. The general assumption for what a feat should be worth seems pretty extremely small – +1 on a 20 sided die to saves against magic is offered in all seriousness and isn't even a bad choice. Mages can spend two feats (on “Skill Focus” and “Skilled”) to get +5 to their use magic rolls, which is a lot like being 5 levels higher. So even in the realm of feats, Mages rule and Awakened drool. I have no idea what an Awakened character is supposed to do with all their feats, and seemingly neither do the authors.
Note that even looking right at the feats, you still won't know what a lot of them do until chapter 7, because they reference rules that haven't been explained yet. You can get DR 1/- with a feat (DR works differently in this game than D&D because fuck you), you can get the ability to take the as-yet unexplained “double tap” action without being flatfooted with a feat. And so on. With a solid background in d20 rules (and especially d20 Modern rules), you can pretty much decipher this shit, but technically a lot of stuff remains unsaid.
I'm really not sure what "Armor Proficiency" means in a game set in contemporary times. Presumably it means you don't try to bedazzle your bulletproof vest or something.
Some things we would normally classify as class abilities are re-imagined as feats in McWoD. Case in point is "Sneak Attack," which is normally a Rogue class feature and here is just a feat you can take multiple times. Presumably because everyone knows the old adage about wizards and daggers.
Things that are noticeable by their absence: some of the "General Feats." This is not necessarily a bad thing; the "Skilled" feat gives you a +2 bonus to any two skills and you can take it as many times as you want, applying it to different skills, so you don't need shit like Negotiator and Nimble Fingers. Leadership is gone, though, as is Blind-Fight. More weirdly, I swear they were basing this feat list off the regular OGL d20 SRD and not the d20 Modern SRD because a lot of the Modern d20 feats are...missing.
Which brings us to another point I don't understand: why they didn't...well, plunder more. If you're going to steal some free shit from d20 Modern, you might as well go whole-hog about it. I mean, I'm sure they could have ripped off the psychic feats from Call of Cthulhu d20 to at least give the Awakened something to aspire to beyond "badass normal." There's literally thousands of feats in play when they were making this game, I don't understand why they couldn't have filled this section up with more of them, or at least more interesting ones. As it is, this feels very stripped-out. Like a d20 lite package.

If d20 was a beer, it would be Miller Lite. If WoD was a beer, it would be Coors. If McWoD was a beer, it would be O'Doul's.
Demon Cants are like Tome of Fiends Fiend Feats. You get them like a 3e Fighter gets bonus feats, and they are drawn off a special list of demonic magical and structural powers. I have no idea why they are called “Cants” in that a lot of them are shit like “claws” and not really something that you speak. I mean, it's a suitably black metal word for your demonic magical powers to have, but it implies a bunch of shit about chanting in dog latin that you don't actually do.
Most of these are useless or very very small. The claws are actually a special case in that their obvious use is bullshit worthless (spend anima points to have unexciting weapons for a whole minute!), but the book is actually super vague on how many attacks you actually get. It says that your claws are “each” weapons, and that you can have them grow out of your feet as well if you so desire. So it's an available interpretation that you turn into a modestly impressive cuisinart of death, but you could also interpret it that you just get a modestly OK ax for spending actual power points.

When the book does bother to explain how shit works it is usually wrong even on its own terms. Demon energy blasts are special demonic energy that the book spends page 117 carefully explaining is a special bullshit energy type that there is no defense against. Except that DR in this game does apply to energy, even bullshit energy. So while there's no “demonic energy resistance” on anyone's character sheet, it is actually trivial to get resistance against it. Indeed, the spells that give you energy resistance aren't restricted to the “big five,” so even if spells granting typeless DR weren't a thing, spells to stop demonic energy totally are. It's just... obviously whoever was writing the demon powers had an idea for how Demons were supposed to punch people with unblockable ultima damage, but they didn't tell the people writing the rest of the rules and the end result is that demon lasers suck monkey butt.
Where the actual powers of demons come in is like their ability to go incorporeal as a free action and shit. This is basically d20 Modern, so incorporeality countermeasures do not really exist.
There's no real thought given into how the Demon Cants work in conjunction with...uh...anything. Presumably you can get Weapon Specialization in your Claws. Probably the two most interesting powers are "Imbue Object" (which lets you make minor enchanted items) and "Infernal Pact" (which lets you drain anime Anima from a subject in exchange for providing them a minor bonus). The latter sounds like it should be roleplayed more, since it basically makes you a (highly limited but effective) genie, but the range of effects is pretty impressive:
Now of course, no one is going to play a game of McWoD, but that ability would actually make a Demon a worthwhile member of the party (note: I haven't read ahead yet to what Anima drain does to other supernaturals, but still, +10 on checks with one skill is like half the RNG.) The only creepy part of the whole thing is the fairly explicit suggestion that PCs can just fuck their clients to gain anima - there's a half-page spread of a woman in lingerie, knee-high hose and heels playing with a dagger to accompany this feat.Not including any roleplaying or monetary resources at your disposal, you can create any one of the following supernatural gifts for a mortal as part of a pact: +4 to one ability score, +10 on checks with one skill, +10 hit points, darkvision, temporarily cure a disease or suspend a physical drawback (such as making a crippled leg fully functional)
Mage Gnosis are like bonus feats that only Mages get. As you might expect, they are not remotely balanced. A bunch of them are “shakti,” which are tiny premade spells that always work but cost you hit points. These are unsurprisingly mostly not worth using. A 1st level Mage probably can't fail to cast a spell with a component cost of 16, so the “automatic casting” effect on shakti cantrips isn't worth very much. Shakti is the Hindu concept of universal divine creative feminine energy, and I have no idea why that term is used for blood magic cantrips.

Superficially, that doesn't seem to have anything to do with hurting yourself to shoot trivial firebolts at people, but I remind you that blatantly misrepresenting words from other cultures and religions is probably about as close to the World of Darkness as this book gets.
There are some gems. There's a feat that increases your Save DCs by five if you don't kill or do damage to the victims of your Save or Lose effects. Working around that limitation is of course extremely easy, and that does push you off the RNG if you were anywhere close to the edge in the first place. Bizarrely, it specifically calls that one out as something that Necromancers wouldn't be interested in, perhaps because SKR has never played a necromancer in D&D. I dunno. The default pick is “Component Focus,” which reduces the number of lego pieces (and thus the casting DC) required for a specific category by 2. The book seems pretty sure that you're going to pick some effect like “Heal,” but obviously you'd start with meta-categories that appear on literally every spell you ever cast like “Range.” Even just looking at these Mage specific feats, it's really obvious that SKR has no idea what the casters he has written are capable of or what they would want to do. It's like looking at the magic system in Iron Heroes.
Mage Gnosis/feats are bizarrely generic. It's not just that they're obviously not specifically referencing anything from WoD, it's that they're obviously not referencing anything. They're more generic than your average d20 feats, because the magic system itself is incredibly generic and open-ended. So it's just a grab-bag of obvious d20 hacks. The closest thing to references to actual WoD crap is stuff like like Blood Magic and Lich Transformation, the former of which lets you use blood to make spells go faster cast easier (Vampire blood is more potent), and the latter of which lets you...uh...be more of a glass ninja, at the expense of needing to eat souls on a weekly basis.

Vampire Disciplines are like bonus feats that only Vampires can take. Often they require you to spend your blood power point to do stuff. They are in chains, like the dot system of World of Darkness, but presented in raw alphabetical order with prerequisites listed like they were feats. This makes it very difficult to find where things go. Things don't have GOTO statements, they have COMEFROM statements like we were programming in fucking INTERCAL. So the only way to figure out what your claws power is leading to is to read the prerequisites of all the other powers and see which ones require your claws.
Anyway, there are winners and losers in here, and even reading them right now I can't tell which is which in all cases. The claws use the same vagaries of language as the demon claws that could lead you to logically conclude that they gave you one mediocre attack or twenty (I personally think the most likely reading is “four”). Clan discipline connections are handled by giving each bloodline a bonus on some arbitrary subset of powers. So if you're a Gangrel, you pop claws for free instead of paying a blood point to do it. Being a Ventrue gives people a -4 save penalty against your mind control, so that's still the best one. Of course, why are we talking about bloodlines when all these people were created yesterday by soul fusion will evil ghosts? I mean seriously, what the fuck?
As a Vampire you are perhaps unsurprisingly, probably about the #2 character. A Mage abusing the system can do everything you can do better, but at least you get to piss on Werewolves, Demons, and especially the Awakened.
Vampires are in the unique position of increasing their physical ability scores on demand as much as they want by spending vitae - and that's before you take disciplines into account - so any of the other physical disciplines are pretty much gravy.
Back in the Vampire class type section, it explained that not all vampires will be able to take all disciplines. This is a lie. In fact, all vampires can take all disciplines, but each vampire clan has an affinity for three discipline groups, which means they get a lower cost and/or bonus effect. I don't know how this matters, since there's nothing I read that says you pick your clan and they just seem to assume you're Unbroken during chargen, so I assume this is a mix-up between the authors as to how the fuck they were going to implement nWoD clans in McWoD, and another stunning example of why you don't get a fucking Canadian mercenary to edit your shit.
In addition to Disciplines, you have Devotions. In Vampire: the Requiem, devotions were the rethought version of combination disciplines in oWoD; the idea being that you could combine powers from different disciplines to create a new, standalone power. Like peanut butter and jelly becoming something greater than the sum of the parts. This is pretty much exactly that, except there are no clan affinities and every now and again some asshole forgets that only vampires can take these things so they don't need to add "vampire" to the prerequisites line.

For reasons I don't understand, the devotions include a picture of a vampire woman with a knife stuck in her boob.
Devotions are mostly useless, particularly given the prerequisites. Who the fuck cares about getting a +12 bonus to Search and Spot checks to see fast-moving objects?
Werewolf rites are the longest section in here. Feats are 10 pages, Vampire Disciplines are 15, but Werewolf Rites get 17 pages. This is because they have long descriptions. For example, there is a power called “Bystander” that lets you fit in with a crowd as long as you don't do anything specifically to draw attention to yourself for 10 minutes by spending a power point. Not that great and the kind of thing that I've basically already explained to you (the big extra rule is that observers who have magic perception get to make a Will save to notice that you are a werewolf and not a waiter). This book takes three hundred and seventy nine words to explain this power. I haven't used half of that wordcount explaining the power and complaining about how much wasted text there is in the book.*
*: The preceding paragraph was 144 words.
Werewolf powers are mostly extremely bad. In general it seems that what you're supposed to do is to have a series of short duration buffs that you activate in sequence and then have very large bonuses to attack and defense. And then you cry tiny tears when you realize that Vampiric mind control doesn't cost power points at all. When they are not that, they tend to be even worse, such as spending power points to do small amounts of fire damage.
In addition, some Rites are restricted by what auspice (moon phase) your werewolf is. Unlike with vampires, where you're basically assumed to be Unbroken, the werewolf equivalent (the Calm) is never mentioned after the first chapter, so you pretty much have to pick one auspice to be for the rest of the game.
The one "advantage" that werewolves have is that their Rites tend to be about twice as large in a mechanical bonus than they should - you see a lot of "+8"'s thrown around - but those are still not as good as Vampire equivalents, though they'd probably tear through Awakened like glass ninjas. For example, "Savage Might" is a 12th-level Werewolf rite that gives them +10 enhancement bonus to Strength per Essence spent for one round. Except vampires could give themselves +4 Str bonus per vitae back at level one, and improve that by taking repeated levels of Vigor. So Werewolves would theoretically be more economical, but even first-level vampires can probably match them, and equivalent-level vampires can exceed them. It really is the "anything you can do I can do better" way of things.
Possibly to help establish some sort of roll for Werewolves, their umbra-walking abilities have been re-imagined to working with Nightmare Wave/Annihilation Zone bullshit. Honestly, I don't see how anyone can possibly care. Which sums up these chapters well.
Next up, Magic.














































