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Getting Lore -
From "Dark Epics", page 52
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How long
should a level of the Lore ability take to learn? Who should have
access to the higher levels? How should it be taught?
- A character
can attain a single level of Lore in just a few months of diligent
study.
- Learning the second level is a far more substantial task that
requires at least a year of study and training. It is effectively
the highest level that one can learn in the course of a live-action
chronicle unless the storyteller not follow a real-time timeline,
and he allows years to pass in the game world between sessions.
- One attains the third level in a lore through in-depth study
for a decade or more.
- The fourth level is available only to those who have made it
a lifelong study, as at least a lifetime is required to attain
such a level of scholarly understanding. It is effectively the
highest level that non-immortal characters can achieve without
some means of greatly extending their life span.
- Attaining the fifth level in a lore is extremely difficult.
Those who have achieved this level of expertise have spent several
lifetimes or more in pursuit of knowledge pertaining to the subject.
Therefore, the fifth level is only truly available to immortal
or undead creatures.
After character
creation, characters must be taught lore in order to gain more
levels in it. Simple observation of the subject can hardly justify
learning levels of the Ability. Since it is difficult for one
person to teach someone the entirety of her knowledge on a subject
(especially in an unbiased manner), a character must learn Lore
levels beyond the first from multiple teachers.
The number
of teachers required is equal to the level of Lore being learned,
and each teacher must have that level of Lore to be able to teach
it. For example, in a game where the Storyteller advances the
story line by 50 years or so between games, a character could
learn "Brujah Lore" to level four in "Downtime" if he had four
teachers that each had four levels of that Lore. At your Storytellers
discretion, Lore can be learned from tomes and texts, but such
a source should never count as being more than a single level,
regardless of how many ancient libraries the character sifts through.
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Lore Mastery Made
Easy
Gangrel are aware of some of the philosophical reasoning behind
Garou hatred towards the Kindred.
The Tremere attempt to avoid the problems of the Ascension War. The Giovanni scoffs at the problems inherent
within the political scenes of Stygian, right?
Wrong! These
are misconceptions commonly encountered in LARP games. The truth of the matter is, the Tremere
left the world of the Hermetic Houses long before the Ascension War became
an official issue, most Giovanni have only the vaguest idea of what goes
on in the Shadow lands and there never was, nor is there ever likely to
be, a pact between the Gangrel and the Garou (Gangrel don't even generally
know the word "Garou"). Knowledge of the World of Darkness' supernatural
elements doesn't come easily, and even mastery of Lores doesn't necessarily
grant inside information.
Below is a description of the types of information that different
forms of the Lore ability grants,
based upon the works written by Jess Heinig (developer of Laws of the
Hunt and Mage: the Ascension, Revised)
for the MET Journal, as
well as some additional material.
Vampire Lore
Vampire Lore does not assume
inside information on vampires. It is a combination of (generally human-based)
folklore, study and observation.
For deeper secrets, Cainite/Kindred Lore is required. Note: five levels
of Vampire Lore would be
the equivalent of one level
of Cainite/Kindred
(in
short, vampires are assumed to possess the equivalent of 5 levels of Vampire
Lore).
Level One: You may know
that vampires are real. Sunlight,
silver, fire, wooden stakes through the heart and holy symbols are said
to injure them, and the unloving may not approach a bearer of the cross. Garlic wards against vampires, vampires may cross running water
(which disintegrates them if they are immersed in it), and they may not
enter a domicile uninvited. Vampires
cannot cross holy ground. They
may not cast reflections. Vampires
must sleep during the day in a coffin lined with fresh grave earth.
You know that all vampires are unusually pale and thin, and they
often have claws or glowing eyes in addition to fangs.
You believe that most vampires are stronger and faster than humans,
and they can control minds, change into bestial forms and see or hear
things that humans cannot sense.
People who are bitten by vampires become vampires themselves, as
a vampire must have its head cut off and its mouth filled with holy wafers
or garlic if it is to be killed permanently, or else it must die from
exposure to sunlight or running water.
Level Two:
Sunlight can kill vampires, and crosses, silver and wooden stakes
can injure them, though these last may not kill them. Vampires dislike garlic but it does not hurt them. Running water has no adverse effect upon
them, but they cannot cross it.
A strongly presented cross can force a vampire to stay back, but
only for a short time. Vampires
cannot tread on holy ground or enter churches uninvited. A vampire must sleep during the day, usually in a coffin or
crypt. You know that vampires
are pale and often thin, and they have fangs, while a few may have glowing
eyes or claws (although these are usually only evident if the vampire is
enraged).
You know that vampires are stronger and hardier than humans, and
are sometimes faster, though not always.
All vampires can heal wounds rapidly, so most mortal injuries do
not slow them overmuch. Most
vampires have some ability to influence minds or emotions in some form. People bitten by vampires may not become
vampires themselves, but such victims do die. A vampire, once beaten, can be slain only if its decapitated.
Level Three: Fire and Sunlight
can injure vampires, and prolonged exposure can kill them. Silver has no special effect on most vampires, nor do crucifixes,
although priests can harm vampires with crosses and blessed crosses or
holy water are effective. A
vampire’s body decomposes rapidly upon death. Priests can keep vampires at bay by holding out a cross, but
the tactic does not necessarily work for others. Vampires can enter places uninvited, but they can only enter
a church if invited by the priest.
Running water neither harms nor blocks vampires, and garlic may
repulse them briefly but does not injure or stop them. Mirrors have no effect upon vampires, and most vampires cast
reflections. All vampires must sleep during the day, though they need
not do so in a coffin or crypt, and they don’t always need fresh
soil. Many vampires have particular quirks,
such as feeding only on a few select victims, collecting ancient art of
all sorts or evidencing horrific or animalistic features. Vampires are often pallid and sometimes unnaturally lean, and
they do not naturally breathe; they also do not eat or drink. A vampire’s fangs are only visible
when the vampire feeds.
Vampires drink people's blood, but doing so does always kill the
victims, and even those so killed do not always come back as vampires. A vampire is usually stronger than a human, and it can always
absorb more injury, but it may or may not be faster. Vampires are not always smarter than humans,
but old ones are usually quite crafty. All vampires have at least some special powers, though these
vary; mind control, speed, sensitivity, concealment and emotional control
are common, while more arcane abilities like shape shifting are more rare.
Vampires that are related often have similar powers and weaknesses. Vampires
sometimes claim certain allegiances and groups of vampires from different
environments may be hostile to one another.
Level Four: Fire and sunlight injure or kill vampires, and the uliving flee from these
forces. You know that a wooden
stake throughout he heart immobilizes a vampire but does not kill it. Decapitation
will kill a vampire, though. A vampire’s body decomposes rapidly
upon death, unless the individual became a vampire recently. Crosses and holy objects sometimes hurt
or ward against vampires, though not always; most often, they work for
priests, but not priests can use them, and some people who cross aren't
priests can. A vampire can
enter a place uninvited, even a church, and it can cross holy ground unless
barred by someone using a holy symbol.
Running water, mirrors and garlic do not injure or hinder vampires. Most vampires cast reflections. Vampires often sleep during the day, but they can do so in
any location away from sunlight.
You know that vampires are usually pale and sometimes rather thin,
and that they don't generally breathe; they are also cold to the touch,
and sometimes they have monstrous features ( especially when angry).
You've learned that vampires often gather in groups or families,
and these families usually share similar powers. You’ve also heard that many vampires claim descent from
Cain, the first murderer from the Bible, though there are some
(especially
outside of Europe and the Americas) who have different legends of ancestry.
Furthermore, most vampires claim allegiance to some sort of political
group (though you've probably only heard the name of one
of the Sects, and you know only that other Sects exits, if that much). Young vampires have a few powers, while
older ones have multiple powers and stronger, stranger abilities. Vampires usually have some sort of weakness,
and families often share the same weakness, such as a preference for feeding
on a certain type of person or a fondness for art. Vampires are not always
more physically powerful than humans, but they can often temporarily boost
their strength or speed, and some are always stronger. Old vampires tend to be far, far more
powerful than humans or even younger vampires. Vampiric powers
include the ability to control animals or people, to sway emotions, to
resist injury, to become highly sensitive, to conceal oneself, to shape
shift, (a
rare power), to cast spells (also rare) or to exhibit incredible strength
and speed. A vampire can
heal most wounds very rapidly, though only to some degree. You know that
vampires sometimes go berserk when very hungry or badly wounded. People bitten by vampires do not always
become vampires; the vampire must feed the person some blood first, and
the victim must die. People
who drink vampire blood without dying may gain great strength or vampiric
powers, and such people often serve the vampire in question. Vampires can retract their fangs to hide them, and they can
close the wounds from their bites.
Level Five: Vampires are injured or even killed by fire and sunlight, holy symbols
and objects only have an effect if the bearer has faith, and decapitation
kills them. A wooden stake
through the heart paralyzes a vampire, but does kill it. You know that running water and garlic bar only a very few
vampires at all, and that only some lack reflections. Vampires must sleep during the day, though they can rise
(with
great difficulty) in times of danger.
You know that vampires organize themselves according to lines of
lineage (sometimes called "bloodlines", "families"
or "clans"), and that vampires of common lineages often share
similar powers and interests. Each
of these lineages apparently traces back to a powerful progenitor, and
then (perhaps) to Cain, the Biblical murderer cursed with vampirism by
God for his deeds. Vampires
also divide themselves among certain political allegiances; the"
Camarilla",
consists of vampires who try to hide their nature from humanity, while
the "Sabbat" is populated with vampires who revel in their nature
(it is also probable that the names of
these two groups are not known to you). Vampires may enter domains freely
and without invitation. Many
vampires manifest a few different powers, and you know of many of the
common abilities (incredible strength, resilience, sensitivity; the ability
to control minds [sometimes animals, sometimes people], sway emotions,
conceal or change shape), but only very old vampires have a great variety
of powers. Also some rare vampires can cast spells,
control shadows, shape change into animals or control the dead. A vampire passes on the curse by draining
the blood of an individual and then feeding them some of their own.
Individuals who drink the blood of a vampire may feel a mystical
bond of servitude towards that vampire; if human, such individuals may
gain some vampiric powers. Vampires have a mortal terror of fire
and sunlight, both of which may cause them to flee. Vampires can also be goaded into rage through insult, injury
or hunger. A vampire can
heal injuries inflicted by normal sources--swords, falls and the like--rapidly. Vampires are usually (but not always)
somewhat pallid, and they lose a bit of weight in the process of "dying".
The fangs of a vampire only extend when the vampire wishes to feed
or is enraged. Furthermore, a vampire can lick a wound,
causing it to close. Vampires
do not breathe naturally, and they cold, although some vampires can overcome
this shortcoming with effort.
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