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Skip Navigation LinksHere There Be Monsters>Paradigm>Abilities>Skills
Paradigm Key Notes Assumptions Starting
House Rules Gear Abilities (Summary) Abilities (Skills)
Abilities (Talents) Abilities (Perks) Abilities (Powers)  
Custom Campaign Skills
The following custom Skills are available in the Here There Be Monsters setting.
Note that these are normal Skills and are purchaseable by any character, regardless of Origin or what Resource Pools they have unlocked.
Cost Ability
 
3/1
2/1
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.
 
3/1
2/1
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.
 
3/1
2/1
KS: Supernatural World: This skill indicates a general awareness of the Supernatural World and the monsters, magickers, and misanthropes that comprise it.
 
3/1
2/1
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.
 
3/1
2/1
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.
 
3/1
2/1
KS: Hermetic Lore: This skill provides information regarding Hermetic traditions, capabilities, and notable history.
 
3/1
2/1
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.
 
3/1
2/1
KS: Necromantic Lore: This skill provides information regarding Undead, capabilities, and notable history and is also used by Necromantists for their dark magic.
 
3/1
2/1
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.
 
3/1
2/1
KS: Elemental Lore: This skill provides information regarding Elementalist traditions, capabilities, and notable history.
Elemental Lore Dweomer
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.
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.
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.
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.
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.
 
3/1
2/1
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.
Nomen Lore Dweomer
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.
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.
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.
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.
 
3/2 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.
 
Lore Options are provided as an optional add on to a campaign allowing characters with an unlocked Mystic Pool and one or more of the Mystic Lore Skills additional Mystical effects.
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Iconic \ Pregens
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The Morrigan
The Ancient Mariner
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Cult Of The Red Hand
No Face Man
L'Éminence Nocturne
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Zombie Apocalypse
Bjorn To Ride Easy
Banshee Troubles
Tomorrows Passed
Venus Malefica
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We Too Unto DarknessExpand We Too Unto Darkness
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Miles HendricksExpand Miles Hendricks
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Clark Dugard
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Shticks
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Best Served Cold
On The Road Again
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