Secondary Knowledges
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Accounting
Alchemy
You are familiar with the writings of the classical and medieval alchemists, and you also have some practical experience. This Ability is indirectly related to the Knowledge of Chemistry, in a manner similar to the relationship between Astronomy and Astrology. You can interpret alchemical texts, and you understand the various symbols and cipers used by the alchemists, even when you find them in a non-alchemical context.
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Animal Speech (knowledge)
Some beasts have languages of their own; how many of them do is a subject for scholars to debate (and Storytellers to decide, based on the level of fantasy one wants to employ). The old tales claim that most beasts have parliaments or councils which meet in the dead of winter, when humans believe the animals are sleeping. According to such tales, beasts speak as readily to each other as humans do; people just don't understand them. To the rationalist, of course, such claims are sheer mythology, but you know better. Through some circumstance of fortune (to be decided as part of your background), you can speak to and understand animal speech. If you are an animal, you may speak to others of your kind as a "default" language, since this Knowledge reflects an ability to converse with other types of beasts. If you're a human being, you're not assumed to know any animal languages for free — but then, an animal must buy this Knowledge to understand human speech on more than a simply superficial level, too. Animal Speech works just like Linguistics, with the following exceptions:
A wolf, for instance, could speak to dogs, but not to cats. Also, some things may translate differently — a poodle might sound unbearably prissy to a wild wolf, or a lion might seem bored and condescending to a cheetah. Animal speech, both in form and topic, is very general. Animals tend to think simply and directly, phrasing things in terms of sensation and impression. (Many also happen to be color-blind. Trying to describe the color violet to a dog or squirrel would be an exercise in futility, since color is not a concept either recognizes.) The Storyteller has the final decision over the existence or utility of this Knowledge; it's appropriate for mythological or high fantasy chronicles but completely wrong for low-level fantasy or horror games. House rule: Provides # of languages per dot the same as Linguistics. See also +explain Animal Speech (Knowledge)
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Anthropology
You have studied the human phenomenon of society in many of its forms, and understand its basic rules and structures on a theoretical level, You also have some specific knowledge about one or more contemporary preindustrial societies. Every culture develops from basic principles to a more complex society. You can trace the evolution of that culture, tracking its mores, morality and traditions. NWO agents can find this study useful in understanding foreign cultures.
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Archaeology
You have studied the remains of the past and the processes by which they are preserved and discovered. You can interpret archaeological remains and identify the likely origin of ancient artifacts; you also know a fair amount about one or more ancient cultures.
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Architecture
You are trained in the design of buildings, from both functional and aesthetic points of view. You can judge where the load-bearing elements of a building are and interpret architectural plans. You instinctively know where the safest places are in the event of an explosion or earthquake.
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Area Knowledge
If you spend enough time in an area, you get to learn a lot about it - what's nearby, the sort of people who live or work there, the rhythms and patterns of life in the region. this Knowledge reflects your character's experience of a particular place, gained through months or years of habitation. Familiarity with a city neighborhood, a town or a rural area means more than knowing where to find an all-night drugstore, or being able to tell when the mood in a bar could turn ugly. It's about being part of the community, and knowing - and being accepted by - the people, remembering the history and events of the area, and being familiar with geographical oddities and bad places. Note that while Locale knowledge is broad, it can never be transported - when you take this Ability, you must pick on area as a specialty, and your character's familiarity applies only to that area.
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Art History
You have studied art as an academic rather than practical subject, and know a great deal about its history. You can look at a piece ofart and have a good chance of identifying its place and period of origin, and in most cases you can name the artist without looking for a signature. You also have a fair idea of the current market price of a piece.
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Astrology
You know how to compile and interpret a horoscope. Given the date and time (and, according to some systems, the place) of a person's birth, you can construct a personality profile and a set of predictions about the likely course of his life. Whether you actually believe these revelations is a matter of personal taste, but you can present them in a convincing and pleasing manner to those who do believe
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Astronomy
You study the heavens and their movements from a scientific rather than a mystical standpoint. You can identify most constellations, operate an astronomical telescope, predict sunspots, eclipses and comets, and identify most heavenly phenomena. The movements of stellar bodies, reading of red shifts, orbits and celestial mechanics are your purview. Obviously, astronomy is a requirement for any Technocrat who goes into space, and it's mastered by Void Engineer navigators and researchers.
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Biology
You know about the nature of life, the forms it takes, and the way living organisms work. You have a reasonable chance of identifying a plant or creature, even from a fragment. You must have at least one dot in Science before you can acquire this Knowledge. You've mastered the mysteries of earthly organisms (people, animals, plants and insects), including their structures, processes, interactions, and limitations. This field provides the basis of all Progenitor disciplines.
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Biopsychology
An organism's emotions are driven by its physical state and vice versa. The two are intertwined. By noting the connections (and learning how to alter them), you can forge links between the body and the mind. This science is an aptitude of mind/ body/ machine specialists from Iteration X, the Progenitors and the NWO.
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Body Control
Practice for a few days and one can master the simple movements of a limb in combat. Practice for years, and even the muscles and systems of the body that function naturally come under control. With sufficient discipline and study, a focused student can learn to moderate breathing, block out pain, even take charge over heartbeat, digestion and other bodily functions. Body Control is usually a nonmagical, though rigorous, feat. Like Do, it’s a skill that requires dedicated study and focus, but in theory anyone with enough discipline could learn it. However, it often functions best when augmented with a little Life magic, which in turn allows the practitioner to perform truly extraordinary feats — metabolizing poisons, rapidly healing wounds and resisting burns. Under stress situations, use Wits + Body Control (difficulty 8) to exert one facet of this Knowledge. In calm situations, use Intelligence + Body Control (difficulty 7). Usually, an extended roll is possible, representing a character taking several minutes of concentration to adjust his bodily functions.
You may only use one of these effects at a time, though with concentration (and multiple successful rolls) you might be able to combine them. You don’t automatically stack them if you roll multiple successes, nor do you automatically take the effects of the highest roll (that is, just because you scored five successes on your character’s attempt to hold his breath doesn’t mean that the character enters a coma). You can’t score a level of success greater than your number of dots in the Knowledge — having a high associated Attribute simply makes you better at achieving certain levels of effect.
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Botany
Botany (aka plant science, plant biology, or phytology) is a branch of Biology that focuses on the science of plant life. This would include their structure, properties, biochemical processes, plant classification and the study of plant diseases and of interactions with the environment. The principles and findings have provided the base for such applied sciences as agriculture, horticulture, and forestry.
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Chemistry
You have studied the nature of substances and their interactions, and know how to prepare various chemical compounds. You also know how to deal with various hazardous substances. You must have at least one dot in Science before you can acquire this Knowledge. Everything in this realm is linked by chemical codes. You understand how to search for, identify, mix and employ these codes for the greater good. Although Progenitors specialize in this Science, many other Technocrats understand it well.
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Chimerical Alchemy
The Birthright: Chimera Creation has certain limitations (a nocker may not create items that involve or require radiation, electricity or active chemical reactions). Nockers have sought to compensate for this by developing a highly specialized branch of science that deals with chemical reactions, what are difficult to replicate in the Dreaming. You have gained some mastery of this elusive craft. Familiarity with Chimerical Alchemy allows you to transcend the limits of what most nockers can create in the Dreaming. No longer are you restricted to creating mechanical devices and simple tools. Now you can invent chimerical betteries to power devices, and can change one thing into another - perhaps even turn chimerical lead into gold (or is that fool's gold?)! Unlike mundane chemistry, which is an exact science, Chimerical Alchemy requires a considerable amount of intuition. An alchemical reaction created one day in the Dreaming may cause a different effect the next day. You are learning how to predict these strange variations. The deeper you go into the dreaming, however, the more difficult it is to anticipate how a chimerical chemical reaction will turn out. Chimerical Alchemy, as opposed to the Alchemy knowledge detailed in the Changeling Players Guide, deal solely with the materials of the Dreaming. If your character already has the Alchemy Knowledge, you may transfer the points to Chimerical Alchemy if it suits your character, and with the Storyteller's permission.
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Church History
You know the history of the Church through the ages, from its inception to the modern day. You underwstand exclesiastical history within the context of secula, politicla and intellectual history. This skill can be chosen for the history of other religions or traditions as well. The name "Church" need not be limiting: it can refer to the history of Islam, Buddhism, or Jadaism as easily as Christianity.
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City Secrets
NOT ALLOWED
Classics
The study of ancient hsien text, such as the Tao te Hsien, the Chronicles of the Monkey King, and the Lo Shu, is extremely important to most hsien. Many masters learn them by heart, and most of the courts require passing exhaustive exams revolving around this cannon to rise in their ranks. Three rounds of exams are given - the most prestigious given every three years by the Ministry of Earth. Each test lasts for 10 days and includes written exams, oral defenses, and literary essays. In system terms, the background "Title" can have no more dots than this Knowledge!
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Computer Hacking
You can use your computer to insert your virtual presence into systems where you don't belong. With this knowledge, you can crack computer security and some forms of encryption and otherwise perform feats of data piracy and sabotage that would win the approbation of other hackers as well as an arrest warrant from the FBI. Best of all, you can do this while covering your tracks.
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Computer Programming
You know your way around computer code to write your own programs.
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Conspiracy Theory
The world is honeycombed with secret agencies, occult sects, government cover-ups and clandestine alliances. Anyone with half a brain knows it, and you've got far more than half a brain! In your files, hundreds of conspiracies boil just below the surface of civilization's illusion: alien abductions, assassination plots, genetic experiments, monstrous alliances. As a collector of such modern paranoia, you've heard about dozens — even hundreds — of plots, conspirators and suspicious organizations. Do you believe this stuff? Of course! Being a Technocrat, you've got a ringside seat for conspiracies most people wouldn't dream of. Do you believe all of it? Probably not, although you've seen enough to make you nervous. Do you manufacture some of it? Well....
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Construct Politics
In the tangled web of inter-Convention politics, you know your way around: alliances, Constructs, ranks, specialties and personnel status — who's on top, who's functioning and who's scheduled for a visit from Control. The higher your rating, the more you know; the more you know, the more valuable you are to the Union, and the more trouble you can neutralize... or create. Note that low-level agents probably won't have a Construct Politics rating higher than 3. You need a certain amount of security clearance to know more than that, and few field agents have access to such resources. Also, this Knowledge gives you the facts and rumors only. Actually employing what you know often requires Traits like Diplomacy, Subterfuge, Patron and Spies.
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Covert Culture
In the deadly maze of international intrigue, you know the people, groups, methods and tricks that distinguish a winner from a corpse. Naturally, a host of other skills help you employ that knowledge, but without a thorough background in the intelligence community, even James Bond would be lost.
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Criminology
You have studied the nature of crime when, where, how and why it is committed, the nature of the criminal mind and the history of famous cases. You are an expert on crime and law enforcement.
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Cryptography
You may skillfully compose and interpret codes and ciphers. You can construct a code that can only be cracked by someone who scores as many successes as you have dots in this Knowledge. You can also crack a code, rolling this Knowledge against a difficulty assigned by the Storyteller depending on the code's complexity.
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Culture
You know about different cultures - their morality, manners, methods and more. With a little time and study, you can discover the social niceties or requirements that a visitor might need to know, or learn enough about different social structures, histories and customs to avoid making serious blunders. This Knowledge covers the different aspects of a given culture (or cultures), as well as the reasons those structures exits.
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Cybernetics
The complexities of machine-organism interface are simple; you've studied the hows, whys and don'ts of grafting machines to living bodies.
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Dream Lore
Dream Lore is the study of the Dreaming and the creatures that reside within. It is a study mastered by none, because the Dreaming is vast and ever-changing. Some, however, dare its dangers in order to map it (insofar as that is possible) and learn its secrets.
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Ecology
You understand the relation of plant and animal life to the well-being of the Earth. Your comprehension of the mutual support networks of flora and fauna informs your actions and helps you spot areas of the world that need special attention. you need at least one dot in Science as a prerequisite for this Knowledge.
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Economics
Economics is the study of how money moves and its effects. You can predict, with reasonable accuracy, financial treands and patterns, and you have a leg up on others in matters of investment. You are well-aware of the effects of the Kindred on world markets, and can estimate what sort of effects vampiric dabblings can have on whole industries or nations.
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Electronics
You are familiar with the construction and operation of electronic devices. You can identify the function of an unknown electronic device, and diagnose and repair a malfunctioning or broken device given time and equipment. Note that electronic devices are not the same as electrically powered mechanical devices -a hair dryer is mechanical, a radio is electronic. Conductors, chips, transistors, quantum switches — you're equally at home with all of these things. Regulating the flow of electricity and making it follow the bounds of logic is a simple task when you understand the rules. Actually building such devices is another matter (using other Abilities like Jury-Rig and Technology), but you can design and understand electronic circuits and toys.
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Engineering
You can understand, design and diagnose faults in mechanical systems of all kinds. You may not actually be able to build and fix them - such activities fall under the purview of the Mechanic Skill - but you can design a set of plans from which a skilled mechanic can build almost anything from a toaster to an airplane. Without a thorough understanding of materials, stresses, geometry, basic physics and environmental factors, it's impossible to build any lasting structure. With them, you can design, craft or destroy things easily.
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Enochian
This Knowledge represents your character's understanding of the pseudo-mystic tongue of the particular heirarchies of astral Umbrood mages of the Order of Hermes frequently deal with, as initially codified by magus, John Dee. Enochian demonstrates the Order's understanding of the psychologies behind the language spoken by these beings, meaning that, in interactions with such creatures, on may never use more dots of the Expression, Intimidation, Leadership or Subterfugre Talents than one possesses in this Ability. Enochian, however, may not be bought to a level exceeding a character's Arete (as it is a function of enlightened understanding), unless that character is a native of the Astral Umbra. Note that a bastardized form of this language (as spoken by some Sleeper mystic societties) may be purchased as a function of the Linguistics ability, but its mystic potency is virtually nil.
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Ethnology
As ideas, economics and environments change, the societies on which they're based change as well. By studying such changes, you understand the factors that drive and shape societies — a helpful insight for any Technocrat, especially for agents of the NWO and Syndicate.
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Fine Arts
Though you don't necessarily have the ability to make great works of art (that's a function of other Abilities like Acting, Crafts and Expression), you can understand the messages in works of art and critique it with the worst of them. Though many consider the arts impractical in a scientist, Media Relations specialists understand the value of putting a message into a medium.
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Forensics
You are trained in the recognition and interpretation of physical clues. You can examine the scene of a crime, for instance, and find out the race, sex, build, hair color, clothing type and probable social class of ev eryone who was there in the last three to four days. You can examine a body and discover the cause and probable circumstances of death.
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Forensic Pathology
When the detectives bring in evidence from the crime scene, you pore over it, identifying marks, performing post-mortems, cross-checking details and searching for the elusive clues that might reveal who did what to whom, and how.
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Garou Astrology
You have a familiarity with the Garou lunar zodiac and its patron Incarnae. You have visited the Aetherial realm at least once and you have some idea of how to plan your actions to conform with the most auspicious times of the year or month.
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Gematria
Like Chimerical Alchemy, Gematria is a nocker science. This chimerical science helps nockers harness energy in the Dreaming. This quasi-science derives its mathematical language from the ancient Kabbalistic discipline of the same name. Traditional Gematria was a kabbalistic language that converted names to numerical value for mystical purposes. It is often used in conjunction with sacred texts, particularly the Bible, Kabbalah and Qur'an. Nocker Gematria creates a flexible mathematical framework for predicting the "randomness" of chimerical energies. The discipline is particularly useful when dealing with Dreaming physics, electrical phenomenon and the behavior of FUBARs. Possession of this Knowledge is essential to create chimerical objects and inventions that are more than simple tools and that can operate with their own energy reserves.
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Genetics
You've studied the literal stuff of life. With time and research, you can trace, analyze, alter and employ genetics in almost any living thing. Like biology, this discipline is one no Progenitor should be without.
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Geology
You have studied the physical composition of the earth. You know something about the physics and chemistry of rock, the formation of landscape features, and other related topics. You can identify the type and probable source of a piece of stone; evaluate a likely place to look for oil, precious metals and gems; and identify and refine ores.
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Heraldry
You have studied the art and language of heraldry, and can interpret a heraldic device such as a coat of arms or a Japanese mon. You can also design a new one that the ruling authorities of heraldry would find acceptable. Successful recognition of a heraldic device automatically imparts a small amount of information about the family or organization to which it belongs.
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History
You are familiar with the record of events, mortal and immortal. You can place events in historical context, and even detect Kindred influence on the stream of mortal history. Your expertise may well allow you to uncover evidence of vampiric activity, ranging from resting places of elders to evidence of specific individuals' involvement in affairs.
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Hypermathematics
Mathematics has few boundaries, but very few people grasp just how far it can go. You do. Like Einstein or Stephen Hawking, you understand esoteric concepts, create brain-wrenching theorems and comprehend the links between math, metaphysics and mysticism. You built the intricate structures of n-dimensional calculus and topology, subspace mathematics and such esoterica as superstring theory, conceptual time travel and Unified Theory. Many Iterators and Void Engineers study this sort of math.
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Koldunism
This new Knowledge measures a Kindred's familiarity with the philosophies of Eastern European animism. A koldun's player rolls this Ability with one of five possible Attributes when invoking the power of the magic. Each level also bestows a more in-depth understanding of this spiritual magic and the manipulation of the natural elements.
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Law Enforcement
Every civilized nation has a law enforcement division, and most have several different branches — local, state, federal, covert and international. You're familiar with these essential agencies—how they run, who runs them, what they do and what they can't do without bending the rules. While the Law Knowledge reflects your understanding of legal principles and procedures, and the Covert Culture Knowledge represents an understanding of the clandestine intelligence community, this Trait represents the practical side of the game. You know about Mirandizing, evidence contamination, legal representation and the steps that police go through when questioning suspects or containing samples.
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Literature
You are familiar with the literature of one or more nations or historical periods, and know something of the general style and structure of literature - the things that set literature apart from mere fiction or entertainment. You can usually find a witty and appropriate quote, or identify a quotation if you see one.
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Logic
Though the study of logic is often associated with science, it's really a form of ordered non-experimental thought, and as such falls under the headings of philosophy. At the core, Logic relies on certain assumptions, so it's difficult to form a "proof of proof." Logic also has difficulty applying to concepts without discrete values, like moral judgments. Where Logic does excel is in drawing a conclusion based on a set of premises. Delving into Logic is a worthwhile endeavor for any Technocrat. Computer operators in particular find the predictable patterns of Logic a necessity.
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Mathematics
You have studied the science of numbers; you are able to perform complex calculations and understand mathematical concepts beyond basic arithmetic. Given part or all of a calculation, you can probably decipher what it is intended to achieve.
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Media
With the right connections, you can reach millions of people worldwide. Once you have their attention, you can get them to believe whatever you want them to... at least for a moment. This Knowledge reflects media-savvy—the people, messages, networks, tricks and technology that define the Information Age. You know who to call, what to say, how to get it on the air and why it will stick in the public's mind. By itself, this Trait does not grant privileged access to the media. (See the Background: Influence and the Merit: Ties for that.) Once you get access, though, you'll know how to use it to your best advantage.
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Memories
Memories is the art of working with the stuff of memory itself. Furthermore, it includes training one's self in memorization and memory organization techniques, Memory Palace building and efficiency at recall. With expertise in Memories, you can remember things better and access those memories you ahve charge of more easily. Storing all the memories in the world won't do you any good if you can't find the one image you want when you need to do so in a hurry, after all.
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Metallurgy
You know about the properties and behavior of metals and alloys. Given time and equipment, you can identify almost any metal or alloy from a sample. You know the melting points, stress limits and other characteristics of most common metals and alloys. You must have at least one dot in Science to take this Knowledge.
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Metaphysics
These disciplines contain clues to the mysteries of the universe. Knowledge of one of the metaphysical sciences includes a history of the field and a basic understanding of the symbolism, language, lore and mysteries associated with it. Some sciences (like alchemy) may concentrate on producing specific, angible results. This Knowledge Trait reflects theoretical understanding, not the additional skills you may need to put it to use (like Chemistry, Mathematics, Crafts, etc.). Still, it's a beginning, a stepping stone to greater things. A number of disciplines fall within this category. These include: • Alchemy • Astrology • Celestiography and Demonology • Gematria • Numerology • Sacred Geometry • Stone Lore If you want the actual skills in these areas, please purchase the ability by those names. Again, dots in Metaphysics is only theoretical understanding of them.
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Meteorology
Either through study or experience, you know a thing or two about weather. You can tell if it's going to rain this afternoon, tonight or tomorrow; what the chance of snow is; or whether the skies will be cloudy or clear for the next few days. You can predict what the day's high and low temperatures will be, and so on.
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Military Science
Through intensive study or actual battle experience, you are familiar with the techniques needed to conduct a military campaign. Your knowledge spans the spectrum of war, from the tactics required to command a 10-man squad to the grand strategy needed to command whole armies. You know how best to deploy your forces, cut off supply lines and capture vital territory.
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Mythology
You know the tales of heroes and gods. Myths, like legends and fairy tales, are stories that lie at the cornerstones of any society. They carry great truths wrapped in metaphor, and you know hot to strip the wrappings away. In this sense, "mythology" simply means that you understand common lore and can unravel the symbolism behind it.
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Naturalist
You are a student of animal behavior. Through study or experience, you know when and where to find certain animals, how to watch them without provoking them to run away or attack you, and how they react to certain things. You can, by reading natural signs, predict whether there is a predator or some other threat in the area, and can interpret an animal's mood through its behav ior.
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Getting,from Point A to Point B isn't always that easy, especially from the air. After all, when seen from above, roads don't have route numbers, states don't have neat borders done in double-thick black lines, and there's no compass rose or legend reading "1 inch =10 miles" in the lower right-hand corner of the world. It's pretty easy for someone to get lost up there. Mind you, traveling on the ground isn't much easier, and truth be told, there's more to Navigation than just hopping in the car for a jaunt to Grandma's house. Travel in the World of Darkness is a difficult and dangerous business, by day or night. There are questions of finding the best route, avoiding delays, prepping for a trip, making sure there are safe places to rest up along the journey, and discovering what alternate routes are available in case of inclement travel conditions or enemy action. Otherwise, a trip from one city to the next could be cut fatally short with ease.
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Numerology
This is the science of determining the essence of an object or name by reducing it to its numerical meaning. In numerology, everything is a number, and this number is a key to understanding Creation and the magician's role in it.
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Paleography
The science of reading ancient manuscripts (primarily latin and Greek) and assigning an origin to them. Paleography may also be used to determine if a manuscript is a forgery. Note that this Knowledge does not give you the ability to read Greek and Latin - you must purchase those separately! With Paleography, however, you can try to read texts in their original form, not cleand up and presented in easy textbook fashion.
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Paraphysics
A specialist of Dimensional Science, you understand the weird interrelationships between our world and the alternate dimensions of the so-called "spirit worlds." You can explain away the "magic" of the supernatural, finding the laws that even paranormal events obey. Paraphysics is a dangerous science. After all, the Union can't very well have agents running around justifying the supernatural!
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Parapsychology
Serious study in the field of parapsychology dates to the 1882 founding of the Society of Psychical Research in England. Such knowledge continues to be regarded with suspcion by the scientific community at large, but a few of its ideas, such as hypnotism have even managed to enter mainstream medicine. Basic experiments and theory concern one of two phenomenon: extrasensory perception or psychokinesis. For the theoretical student, parapsychology involves the search for evidence of the nature of psi phenomena, including non-sensory detection, influence of random events, after death existence and out-of-body experiences. All too often, such studies are frustratingly inconclusive. For the real psychic, however, Parapsychology teaches one how to use his own powers. You should use Parapsychology rolls for psychic powers to maintain concentration, perform group effects and delve into the possibilities of what can theoretically be done with psychic energy. Maintaining concentration will sometimes require a Wits + Parapsychology roll. Working in conjunction with a group usually demands a Perception + Parapsychology roll. Use Parapsychology with Paths is as indicated under the specific power in question.
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Pharmacopoeia
You know all kinds of drugs: street drugs, medicines, herbal concoctions, hypertech variants and even magical brews. A specialty among Progenitors, this Knowledge lets you recognize, synthesize, measure, counter or dose someone with a wide range of chemical substances. (Given time and tools, of course.) You might not know everything, but you understand the principles behind drugs and their effects on the body and mind. Once you know the basics, the rest is easier.
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Philosophy
This broad discipline covers the study of thought, ethics and morals, human interrelationships and perceptions and more. Sadly, this form of study is not nearly as common as it once was in the Union. Still, a little Philosophy is practically a necessity for anyone studying the esoterics of the Mind Sphere of influence.
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Phlogeny
Creation is always changing. You study the effects of that change, from the evolution of life forms and physical environments to social changes and philosophical shifts — a specialty among Genegineers and propaganda specialists.
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Physics
You have studied the science of matter, its composition and its behavior. You can calculate masses and velocities without even thinking about so doing, you know a little about why the universe is the way it is, and you might even understand the Theory of Relativity. You can understand and interpret physical data, the notes of other physicists, and experimental or laboratory equipment. You must have at least one dot in Science to take this Knowledge.
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Power-brokering
A veritable god of consolidation, you excel at making connections, alliances, networks and deals. Most people can't even get an appointment with a powerful person, but you know all the right hands for a power-play. This Knowledge differs slightly from the Talent: Negotiation. That Trait reflects a talent for making people cooperate, while this one shows that you understand who to talk to, how to reach them, what to offer and how far you can pull their strings. Unlike Networking, which simply lets you make contacts and gather information or groups of people, this Knowledge gives you the ability to talk directly to people in positions of authority. You can then bring diverse affiliations together for negotiations or cooperative efforts. Like Networking and Research, this Knowledge tends to be an "off-stage" Ability, used between action scenes to reflect a character "making a few calls." Social rolls (usually Manipulation + Power-Brokering) establish a rapport between parties and allow the negotiations to begin. In conjunction with Backgrounds like Allies, Influence, Mentor, Resources and Spies, Abilities like Etiquette, Intimidation, Media and Negotiation and a few basic Mind Procedures, this Knowledge is powerful indeed. With the right talents, connections and allies, a person can arrange almost anything....
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Propaganda
A specialty of Media Relations ops, this Trait reflects a mixture of media savvy, psychology, popspeak and smear tactics. Essentially, you know how to make someone look as bad, or as good, as you want to make him look. You don't need advanced Procedures in order to affect public opinion on a grand scale. Given a few days, some resources (computers, cameras, air time, etc.) and a place to post your "message," you can do wonders without resorting to riskier measures! Altering public opinion with propaganda is a "downtime" activity. In game terms, you decide what you want to do and how you want to do it. A Manipulation + Propaganda roll or two assures that the public will get your message; the better you roll, the stronger the public's reaction. The roll's difficulty depends on the content of the message and its intentions: Making a popular politician look good is easy, but raising a mob to burn down the local occult bookstore (all without violating FCC regulations) is quite a bit harder. Many NWO and Syndicate ops use this expertise as a focus for subtle Mind Procedures (see Chapter Eight). Others use it to make certain Effects easier (see "Abilities and Magic," in Mage: The Ascension). Note that propaganda's effects are neither immediate nor total. The public may be suggestible, but it isn't entirely stupid.
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Psychodynamics
A specialist in human mental processes, you see the relationships between emotion, mental health and behavior — a vital skill for psych personnel.
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Psychology
You have a knowledge of psychology in both theory and practice. You are familiar with psychological approaches, councseling techniques and so on. You are also conversant with the pathology of the mind, and can make a diagnosis of a subject's dysfunction given sufficient time to observe him.
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Religious Rites
You know the appropriate pomp and circumstance requisite for the completion of churchly duties (or your chosen religions). Even mroe important than the average liturgical knowledge, you have knowledge of religious rituals and invocations that have been formulated to be effective against the supernatural, e.g., the Roman rite of Exorcism. You do not need to have memorized these rituals; they can be in your breviary (or similar handbook). Listed in the book as "Rites"
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Religious Scriptures
You have studied religious scriptures extensively; based upon your particular inclination, you may have studied them in their historical context, or as direct divine revelation. Listed in the book as "Scripture"
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Sacred Geometry
This discipline is the method of divining secret knowledge from the dimensions and shapes of man-made or natural structures, including the human form. The builders of the pyramids, the Aztec and Mayan temples and the Gothic cathedrals are said to have been masters of sacred geometry. It is the art of special intersections of lines and angles that allow for manipulation of time, space and other phenomena.
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Sacred Scriptures
Same as Religious Scriptures, but when taking this Knowledge you must pick a Scriptural category. Categories:
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Saurimancy
The giant reptiles of the world, because of their profoundly different thought processes have always fascinated humans. The slither of alligators and the chirping of lizards have for ages been thought to hold mystic insights. This skill, the art of saurian divination, allows Kin and Mokole to divine the future or the will of Sun from saurian omena. It is most common among Kin in India. the diviner must listen to lizards chirping at dusk, meditate on the tracks of crocodiles, or use a similar method. For each day that she spends in such study, she may make a Perception + Saurimancy rating roll, difficulty 7. For each success, she may gain one "insight" of the Storyteller's choice. the oman may be vague or quite clear, as the Storyteller thinks appropriate.
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Sociobiology
You understand that a society is an extended organism — that it does what it does to nurture, protect and procreate itself. Each individual is a part of a greater whole. By researching that whole, you can (theoretically) influence the changes it assumes. As a member of the Technocratic Union, you're living proof of this discipline; if you're an operative of the NWO, Progenitors or Iteration X, you probably use this knowledge to turn the Masses toward the light.
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Strategy
You are skilled at organizing people and resources to overcome an enemy, be it an army, a tong, or an up-and-coming law firm. You can give effective orders, although making people believe they’re the right orders is the purview of the Leadership Ability. Similarly, you must have a basic grasp of the organization you are working with, which may require other Abilities. However, only you know how to pick out an opponent’s weak spots and exploit them with the assets at hand.
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Subdimensions
Ours is one of many dimensions. For safety reasons, the Masses have not been exposed to the true scope of such Otherworlds. You have. Although these weird realms are unmappable (despite the Union's best efforts), they do conform to certain rules, and you know what they are. In addition to classroom training, you've been across the Barriers several times, and you know how to handle yourself in various retrograde dimensions. Someday, you'll tame these wild aberrations. For now, however, they still continue to be fascinating avenues for study. Just be careful out there! In game terms, this Knowledge is essentially the Technocratic version of Cosmology. It allows you to navigate through the Otherworlds with some accuracy, gives you a basic understanding of these dimensions and helps you process the weird stuff you see while you're on the other side.
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Taxidermy
You can take an animal apart and preserve all the bits and pieces, not just the skins and heads. Your deerskins won't rot, and your raven claws won't smell funny. Moreover, you can make sure newts' eyes will stay fresh for years.
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Terrorism
Terrorism is the new form of warfare. You understand it to a frightening degree — the tactics, the tools, the people, the groups, their staging-grounds and the web of politics and protocols that surround them all. As a member of the Technocracy, you probably practice counter-terrorism and minimize the damage these jackals do. On the other hand, terror is an effective tool, and it may occasionally be used against those who refuse all other forms of discourse....
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Thanatology
While most mortals fear death, the ancient Egyptians honored it and made a study of it. You are a student of the different facets of death and dying. You understand not only the physical nature of death - mortification, preservation of a corpse - but also its spiritual dimensions - proper funerary rites, respectful treatment of a corpse, embalming and so forth. You may have been an embalmer in your First of Second Life, or this subject may be a new field of interest for you. Your study also gives you some knowledge of ghosts and zombies, at least as related to their physical deaths and present states.
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Theology
Religion is a familiar aspect of human endeavor for you, and you fully understand its place in the world. At higher levels, this Knowledge imparts an appreciation for all religious beliefs, while less skilled individuals tend to view their own beliefs as intrinsically superior to any others. This, of course, varies by individual. Possession of this Knowledge in no way requires personal belief in the tenets of any specific religion. Listed in Demon: The Fallen as "Religion"
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The Art Of Memory
One of the most highly prized traits a member of Caine's Chosen can possess is the ability to retain and to store vital information in the most secure place possible: her own mind. This Knowledge represents the possessor's level of dedication to this endeavor, the quick and traceless cataloging of data in the deepest recesses of the brain. The Knowledge draws upon age-old mnemonic techniques of translating facts and figures into a symbolic langugae of unrelated images, whereby the brain can store and quickly recall the information at a later date simply by returning itself to the basis of the symbology in question. Each piece is then translated back into its root form, allowing quick and efficient voluntary recall while simultaneously protecting the data from unwanted scrutiny. If one reasds the mind of someone skilled in this Ability, all the intruder is likely to get for the effort is a jumbled series of seemingly random images, or possibly even simple shapes or colors. A character's rating in this Knowledge is added to the dice pool of any roll whose function is to protect information hidden within the mind. This obviously goes for things like Telepathy and certain applications of Dominate, but it's also apt in torture situations. The Hand encourages all its recruits to study the fundamentals of this Knowledge, and those who excel at the technique are often granted increasingly greater responsibilities in the subject, often with resultant social and political rewards.
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Toxicology
Also known as "Poisons" You have a working knowledge of poisons, their effects and antidotes. You can analyze a poison to ascertain its origin, and can mix a poison or antidote given time and equipment. You must have at least one dot in either Chemistry or Biology to acquire this Knowledge.
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Tribal Lore
You know the traditions and lore of a native culture (usually the one you grew up in). This includes legends, cosmology, crafts and societal rules. The culture can be from wherever the Uktena draw their Kin - Cherokee, Hopi, Gullah, Kikuyu, or maybe from the native peoples of Australia or Vietnam. Knowing how to do things makes it much easier to get along in traditional society - and makes the cosiety's elders more likely to talk with you. Familiarity with custom and practice also lets you pick up on when things aren't quite right, socially or spiritually. Finally, a good grasp of the legends and their significance has allowed Uktena to discover clues to ancient evils and lost fetishes; more than one Theurge has managed to reverse-engineer a lost rite through comparing different versions of an old medicine tale. Depending on the situation and at the Storyteller's discretion, Tribal Lore can be used in place of Etiquette when dealing with the given culture. This Knowledge only applies to Native Cultures, it is not for specific Garou tribes.
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Umbrood Protocols
This Knowledge describes a character's familiarity with the etiquette of the Astral umbra. While only Dreamspeakers can freely use the Etiquette Skill with spirits, Umbrood Protocols takes a much different, more clinical appraoch. This Ability only works with Astral Umbrood and is a function of tried-and-true formulae for interaction, rather than conversance with the emotional states of Otherworldly beings. This is also the primary Ability used in forging pacts with such creatures.
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Vice
What's their pleasure? Whatever it is, you know where to find it, how to get it for a good price and who to ask for the best stuff. Drugs, hookers, clubs, gambling — you know the people, the places and the prices by name. Chances are, you're recognized in all the "right" circles, either as a good customer, as a soft touch, or as a hard-ass... all of which can be useful if you've got someone to impress. While the details are location-based (few New Yorkers know the prostitutes in Bangkok), you've got a good idea how and where to find thrills. Some things are universal. The Streetwise Talent helps you to recognize and avoid gangs, criminals and street people, as well as how to get your hands on guns, money and illicit good; but with Vice, you're a master of the deals that please.
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Virtual Space
Turing’s sacrifice opened the way to a brand new realm; since then, everybody who can access it has been exploring it. A person with the Virtual Space Knowledge has explored more than most and can proudly point out the core rules of this new reality. Knowledge of virtual space allows you to locate your position in this realm (relative to other sites) and uncover the “rules” to the realm you are in, and even in certain cases to access the “program” of that realm and modify it. In realspace, this skill is used when dealing with machines connected to virtual space, tracing phone numbers, navigating the Internet, or hacking into TV transmissions.
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Web Culture
Like the "mortal" version of Culture, this Knowledge Trait clues you in to the various groups and protocols of Netspace. Without it, you're an obvious newbie with very little idea of where to go, how to act or who to ask for information. With it, you've experienced enough to know your way around. Mortals can purchase this KNowledge, although they think the communities they understand are simply elaborate chatrooms and MU*s. Naturally, this Ability won't protect you if you choose to act like a twit. Knowing Netiquette and practicing it are two different things.
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Xenobiology
You've got some hands-on experience with alien life forms. Like Biology, this Knowledge allows you to identify, analyze and alter such life forms as necessary — a common ability among Void Engineers and Progenitors.
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