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3/1
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PS: Hunter: this skill indicates working professional knowledge related to
being a Hunter, what laws and statutes apply in practice, how to collect on bounties,
and how to make a successful living as a Hunter.
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3/1
2/1
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KS: Crypto-History: This skill provides knowledge of the hidden, aka "crypto",
history of the Here There Be Monsters setting. It provides information of the unreported
Supernatural perspective that has been removed from the "official" historical record.
Just as KS: History can be specialized, so to can Crypto-History. Thus, a character
might have KS: Ancient Crypto-History or KS: Age of Reason Crypto-History. If using
the Ultimate Skill, detailed rules are provided therein for Skill specialization
and applicable bonuses and penalties.
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3/1
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KS: Supernatural World: This skill indicates a general awareness of the Supernatural
World and the monsters, magickers, and misanthropes that comprise it.
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3/1
2/1
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KS: Faerie Lore: This skill provides information regarding the Faerie "world",
kinds of Fey, their basic capabilities, significant entities, the Faerie Otherworlds,
notable history, and general Fey knowledge.
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3/1
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KS: Mystical Lore: This skill provides very broad information regarding Magic
in general. It is not as precise as a more specific skill such as KS: Hermetic Lore
or KS: Alchemy, but it grants a high level picture of Mystical concerns.
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3/1
2/1
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KS: Hermetic Lore: This skill provides information regarding Hermetic traditions, capabilities, and
notable history.
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3/1
2/1
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KS: Alchemical Lore: This skill provides information regarding
Alchemical traditions, capabilities, notable history, and sufficient recognition
to allow a character to make educated guesses as to the nature of Alchemical compounds.
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3/1
2/1
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KS: Necromantic Lore: This skill provides information regarding Undead, capabilities,
and notable history and is also used by
Necromantists for their dark magic.
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3/1
2/1
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KS: Daemonic Lore: This skill provides information regarding the various
kinds of Daemons, their capabilities, and notable history and is also used by Daemonologists for their malevolent
magic.
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3/1
2/1
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KS: Elemental Lore: This skill provides information regarding
Elementalist traditions, capabilities, and notable history.
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Elemental Lore Dweomer
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A person that has unlocked their Mystic Pool, has spent at least 20 character points
on Elementalism abilities, and also has a KS: Elemental Lore skill of at least 13-
has developed a fundamental understanding of the underpinings of the firmament of
existence.
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As those who adhere to Elemental Lore come to understand reality,
Earth is solidity; Water is cohesion;
Fire is dynamism; Air
is flow; and space is a vacuum in between...the Void
that emits but also draws in all things. These are the constituents of every physical,
sensory, mental, and spiritual phenomenon.
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In addition, the elements are correlated to different emotions, temperaments, directions,
colors, tastes, body types, illnesses, thinking styles, and character. From the
five elements arise the five senses and the five fields of sensual experience; the
five negative emotions and the five wisdoms; and the five extensions of the body.
All things that are or could be can be cast in this five faceted model of perception.
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The master Elementalist can use their KS: Elemental Lore Skill as a complementary
skill to any other 3d6 roll-under Skill. Success
grants a +1 bonus and every two levels of success grants an additional +1 bonus
to the complemented skill roll.
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EXAMPLE: if an Elementalist were attempting to use the Breakfall skill used
KS: Elemental Lore as a complementary skill and made their roll by
4, they would gain a +3 bonus to
the subsequent Breakfall skill roll.
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3/1
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KS: Nomen Lore: This skill provides information regarding the theory of true
names, recognizing true names, as well as the traditions, capabilities, and notable
history related to Invocation.
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Nomen Lore Dweomer
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A person that has unlocked their Mystic Pool, has at least 1d6 of Invocation, and
also has a KS: Nomen Lore skill of at least 13- invests the use of even normal names
with a little bit of Mystical moxie.
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Such a Mystic can always use KS: Nomen Lore as a complementary roll for any Interaction
Skill resolutions if they know the name of the other party
and "invoke" the name as part of their Interaction. The more commonly a name is
used the less "power" it has over the person, so first names in common usage are
rarely effective, but a seldomly used first name (William for a person that universally
goes by "Billy"), a privileged nickname or familiar name known only to a few people,
or the classic First + Middle + Last name combination should all work.
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A successful KS: Nomen Lore skill roll grants a +1 bonus, and each level of success
adds an additional +1 to an applicable Interaction Skill resolution.
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EXAMPLE: if an Invoker attempting to Charm another person used KS: Nomen
Lore as a complementary skill and made their roll by 4,
they would gain a +5 bonus to the subsequent
Charm skill roll.
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3/2
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Power Skill: Occultism (EGO): This skill is used by
Occultists to learn, understand, and know of ancient magics as well as to
use the abilities they already know. Though it has some Knowledge Skill-like functions,
it is not a Knowledge Skill and does not benefit from the Scholar enhancer.
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