Difference between revisions of "Primary Knowledges"
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You have a working knowledge of the spirit world, from its various Realms to the politics of the Umbral broods. You're familiar both with the politics of the Celestines and the configuration of the Middle Umbra. | You have a working knowledge of the spirit world, from its various Realms to the politics of the Umbral broods. You're familiar both with the politics of the Celestines and the configuration of the Middle Umbra. | ||
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+ | Cosmology is treated like a Lore. For more details, please see [[Rules_Entries#Lores|+rules Lores]] as well as [[Rules_Entries#Increasing_Lores|+rules Increasing Lores]] | ||
{{ :Template:StatChart | {{ :Template:StatChart | ||
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'''References:'''<br> | '''References:'''<br> | ||
− | WW3108 Werewolf Players Guide (2nd Edition) 33 | + | WW3108 Werewolf Players Guide (2nd Edition) 33<br> |
WW4600 Mage: The Ascension (Revised) 114 | WW4600 Mage: The Ascension (Revised) 114 | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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'''References:'''<br> | '''References:'''<br> | ||
− | WW7300 Changeling The Dreaming (2nd Edition) 145 | + | WW7300 Changeling The Dreaming (2nd Edition) 145 |
==Lore Demon== | ==Lore Demon== |
Latest revision as of 13:27, 10 March 2024
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Abilities | ||
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Knowledges involve the application of the mind, not the body; consequently, Knowledge Abilities are most often paired with Mental Traits. (It's possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge.
Academics
Bureaucracy
Bureaucracy represents your ability to get what you want out of "the system," whether through paperwork, phone calls, or bribery. This Knowledge is useful for manipulating city officials, navigating the political system or even operating a bureaucracy of your own design. those with high Bureaucracy are among the most organized people in existence.
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Computer
Your character understands how to operate and possibly even program a computer. At higher levels, this may also include knowledge of designing and building a system, as well as complicated hacking. Any attempted use of a computer requires that the character have this knowledge.
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Cosmology
You have a working knowledge of the spirit world, from its various Realms to the politics of the Umbral broods. You're familiar both with the politics of the Celestines and the configuration of the Middle Umbra. Cosmology is treated like a Lore. For more details, please see +rules Lores as well as +rules Increasing Lores
Possessed by: References: |
Enigmas
This knowledge represents a knack for piecing together and remembering information vital to many kinds of problem solving. It assists your character in solving the mysteries created by the storyteller. It is essential for divining secret pathways, understanding esoteric knowledge and answering the riddles of mystical guardians.
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Finance
You know the ins and outs of commerce, from evaluating an item's relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
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Gremayre
This knowledge represents the character's understanding of faerie magic and lore. It can be used when creating oaths or working enchantments, or even to create new Arts. Gremayre gives a character essential comprehension into the in depth workings of all things relating to the Dreaming.
Possessed by: References: |
Investigation
Whether your character is tracking down a lost relative or investigating a crime scene, this knowledge allows her to recognize potential clues and know the procedure for procuring information and records. It provides the ability to procure evidence, perform forensic analysis and predict crime patterns. You've learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads.
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Law
This trait deals with knowledge of legal rights, jurisprudence and jargon. A high level in law does not necessarily mean that the character is certified to practice law. Many criminals and lay people have learned about the judicial system through self study or personal experience.
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Linguistics
Languages supplemental to your character's native language must be purchased through this knowledge. Each level of linguistics allows your character to speak another language fluently. It also gives the character an understanding of general linguistics and the structure of the language. With this ability, your character can attempt to identify accents or read lips.
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Lores
While some sphere books provided stats similar to what we offer here, not all do. Some have been more generalized (ex: Lore Vampire is a combination of factions, we do not support Lore Camarilla or Lore Sabbat). Staff has compiled some general information for each level and written it up on the wiki. Those links are provided below, as well as any book references that fit. Depending on whatever sphere you choose for your PC, you can automatically get Lore for most of them at level 3 at cgen. Mortal does not have a lore. Some concepts, such as Shifter Kinfolk, only get up to level 2 of Lore Garou or Lore Fera for example. For more details, please see +rules Lores as well as +rules Increasing Lores
Lore BygoneLore ChangelingReferences: Lore DemonLore FeraLore GarouReferences: Lore HunterLore Kuei-jinLore MageLore MummyLore Sewer
Lore Sorcerer-psychicLore SpiritReferences: Lore VampireLore WraithLore Wyrm
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Medicine
Medicine is the study of the human body and the various techniques used to cure its ills. This knowledge incorporates an understanding of the structure and functions of the body, the uses of medicine, and the diagnosis and treatments of diseases. Many methods exist for treating patients, including acupuncture, aromatherapy, homeopathy, chiroparactics, medicinal herbalism and standard medical practices. A character may specialize in any of these fields or assume an overall understanding of many healing methods. Medicine also implies a certain understanding of pharmaceuticals.
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Occult
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard, factual information; much of what you know may well be rumor, myth, speculation or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult; at the very least, you can discern what is patently false.
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Politics
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure.
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Rituals
Rituals and rites are an important part of werewolf life. This Knowledge lets the character know about the traditions, mysteries and ceremonies of the werewolves/shifters, including how to participate in such events and behave properly toward elders and leaders. A character needs a Rituals rating equal to or greater than the level of rites he knows or seeks to learn.
Possessed By: References: |
Science
The knowledge of science quantifies your character's understanding of the basic sciences: physics, chemistry, botany, biology, geology, astronomy and others. In particular, it defines the useful application of science to make things. A general expertise in all fields is considered applicable to levels one through three. Once your character has four dots, she should specialize in a particular field.
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