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Primary Knowledges

Academics: The Academics Knowledge represents the character’s education in the humanities: literature, history, art, philosophy, linguistics, and other subjects normally encompassed under the banner of “liberal arts.” A high Academics rating indicates a well-rounded knowledge in many of these fields, along with expertise in one in particular. You must choose a specialty at the second rank, although you don’t gain a bonus for it until you have four or more ranks.
Student: You know Henry VIII sure liked the ladies.
•• College: You can quote from the classics of literature, identify major cultural movements, and understand the shift of languages over time.
••• Masters: You could get a paper published on your area of expertise.
•••• Doctorate: When they say you wrote the book on the subject, it isn’t a metaphor.
••••• Scholar: In your field, you were one of the ultimate voices of authority.

Belief Systems: You’ve studied what people believe, how they believe it, why they believe what they do, and – perhaps most importantly – where people tend to hold certain beliefs. As a Trait, this Knowledge covers general religious, political, economic, and philosophical belief systems throughout the modern mortal world. Characters with Belief systems must choose a specialty at the first rank, although they don’t gain a bonus for it until they have four or more ranks.
(Note: This trait replaces the Religion knowledge present in several splats.)
Dabbler: You’ve gleaned a working knowledge off Wikipedia.
•• Student: You hold a decent understanding of current religious and cultural beliefs.
••• Scholar: You’ve got a deep comprehension of dominant belief systems worldwide.
•••• Professor: You’re a noted authority on comparative religions and political philosophies.
••••• Master: Karen Armstrong fact-checks her books with you.

Computer: Computer defines the character’s ability to operate and program computers, from traditional desktops and laptops to cellphones and tablets. A character with this Knowledge is also assumed to have a general familiarity with the internet. At higher levels, you can write software and create convincing fake websites, and even use system vulnerabilities to break into secure networks.
Student: You can navigate touchscreen and traditional point-and-click GUIs.
•• College: You know your way around various applications and the internet.
••• Masters: You know what to do with a text command prompt.
•••• Doctorate: You can make a very comfortable living as a consultant.
••••• Scholar: You have all the SDKs and comprehend data structures for a stunning variety of programming languages.

Enigmas: The Enigmas Knowledge concerns your ability at solving mysteries and puzzles. In essence, it is a measurement of your problem-solving skills, measuring how well you combine vital details into a coherent solution. Enigmas comes in handy when solving mazes, answering riddles, and the like.
Student: You could do jigsaw puzzles.
•• College: You could solve puzzle games without resorting to walkthroughs or cheat codes.
••• Masters: You did crossword puzzles — in pen.
•••• Doctorate: You know what happens if a tree falls in the forest and no one hears it.
••••• Scholar: Zeno’s Paradox was nice for a warmup.

Finance: Finance covers handling and making money, from accounting and keeping books to evaluating an item’s worth and playing the stock market. It can be used to make money legitimately or for things like insider trading and other scams.
Student: Some basic experience in bookkeeping and finance.
•• College: A degree in accounting or finance backed by some experience.
••• Masters: An MBA degree or the equivalent.
•••• Doctorate: You could run a major corporation and make it more profitable.
••••• Scholar: You can make a fortune on the stock market.

Investigation: You’re trained to look for clues and piece together evidence to solve mysteries, from investigating a crime to discovering secret or hidden goings-on. Investigation is used for finding clues, putting them together, doing research and tracking down leads.
Student: Amateur armchair detective.
•• College: Police officer.
••• Masters: Detective.
•••• Doctorate: Federal agent.
••••• Scholar: Sherlock Holmes. There’s no mystery you can’t solve.

Law: Characters trained in the law know legal codes and procedures. More skilled characters can offer legal advice and figure out ways of dealing with legal matters. They may even be licensed to practice law.
Student: Your favorite network is Court TV
•• College: You’re a pre-law graduate or have done a lot of reading up on the subject
••• Masters: The equivalent of a law degree. You could be licensed to practice law.
•••• Doctorate: You’ve got a reputation for winning your cases and giving sound advice.
••••• Scholar: You could find the loopholes in the Devil’s contracts.

Medicine: This trait represents an understanding of the workings of mortal clay, specifically the human body and how to treat it. It represents knowledge of anatomy, physiology and basic medical techniques and treatment at low levels. At higher ranks it includes diagnosis, treatment of disease and surgery, all the skills of a physician (whether or not the character has the license to be an actual doctor). Characters with this trait can treat the injuries and maladies or others.
Student: Basic first-aid and CPR training and understanding of anatomy.
•• College: Pre-med student or trained paramedic.
••• Masters: You could be a licensed general practitioner.
•••• Doctorate: Surgeon or skilled medical specialist.
••••• Scholar: Renowned for your skill and knowledge in the field.

Occult: Please consult the page on our Lore System for details about the use of Occult in this game.

Politics: You know the ins and outs of the political game, what the rules are, and who the major players are. You know who’s in power and how they got there, along with their major rivals. You’ve also got a grasp of the issues and how they affect the political process.
Student: Part-time political activist.
•• College: Political science major, small-town politician
••• Masters: Campaign manager or political commentator.
•••• Doctorate: You could hold a national political office.
••••• Scholar: You could move through the highest political circles in the world.

Research: For most questions, the answer is out there, if only you know where to look. Research is the skill of knowing where to look for information, gathering it efficiently and organizing it so other people can absorb it without too much trouble. Research differs from Academics in that it involves looking for information, while Academics involves knowing information.
Student: You know how to use the card cata log in the library and your favorite search engines on the Internet.
•• College: You actually know what the Dewey Decimal numbers mean and how to find things without a card catalog or search engine.
••• Masters: You’re familiar with the best resources of particular subjects of interest to you.
•••• Doctorate: It’s not a matter of if you will find the information, just a matter of how long it will take.
••••• Scholar: You have tremendous information at your fingertips, and more only a phone call or email away.

Science: This Ability represents an understanding of the physical sciences: biology, chemistry, physics, and so forth. You must choose a specialty at the second rank, although you don’t gain a bonus for it until you have four or more ranks. Science is largely theoretical knowledge, Crafts and Technology cover its practical applications.
Student: You did well in high school science class.
•• College: You have a broad general view of the sciences and a little practical experience.
••• Masters: You’ve done your own research and experiments, probably even had a paper or two published.
•••• Doctorate: You’re a skilled researcher with deep understanding of the sciences.
••••• Scholar: Your research and theories are renowned and respected.

Secondary Knowledges

Area Knowledge: You know a certain area like the back of your hand. In game terms, choose a particular region (no larger than a city) that your character has a reason to know about. Successful Area Knowledge rolls help you get around, spot shortcuts, and grasp customs, clues, and trivia in ways no outsider could understand.
Dabbler: You’ve studied up on the area in question.
•• Student: You’ve lived there a while.
••• Scholar: You’ve spent lots of time getting to know the local secrets.
•••• Professor: There’s not much about the place you don’t know.
••••• Master: “My city calls me, and I answer…”
(Source: M20 Core Book, page 298)

Bureaucracy: Bureaucracy, a.k.a. the system, is theoretically an organization for getting things done more efficiently. With the proper knowledge of how that system functions and how to utilize it to achieve your ends, you can get permission to do what you want and prevent others from getting theirs. Bureaucracy is also a measure of your organizational skills and knack for achieving your goals, and of your efficiency at manipulating the system.
Student: You could file a tax return.
•• College: You could file a tax return and expect a refund.
••• Masters: You could stall a debate — or an angry citizen — indefinitely.
•••• Doctorate: You can make whole branches of the government operate efficiently.
••••• Scholar: Bureaucrats rush to do your bidding without even realizing it.
(Source: Wr20 Core Book, page 138)

Cosmology/ Subdimensions: Known by Technocrats and many hypertech mystics as Subdimensions, this trait reflects a working knowledge of the puzzling Otherworlds beyond the Earthly plane. With it, you stand a decent chance of finding your way around out there without getting yourself killed. (Without it, you’re seriously screwed.) The specific way in which you view the Otherworlds will depend a lot on what you expect to see there; this Knowledge simply gives you the tools to navigate paths, spot hazards, deal with entities, and recognize opportunities or threats when you run across them.
Dabbler: Student of the mysteries.
•• Student: Occasional voyager.
••• Scholar: Experienced traveler.
•••• Professor: Seasoned explorer.
••••• Master: World-walker. (Source: M20 Core Book, page 284)

Covert Culture: In the alphabet soup of international intrigue (CIA, NSA, ICPO, etc.), you’ve got a backstage pass at the shadow-plays. Probably thanks to hard-won experience, you can spot cues, identify agents, play connect-the-dots between government agencies, and rattle off covert operations as if they were football games. In order to put such knowledge to use, of course, you’ll need other skills to back up the things you know. Still, even James Bond needs to know who to trick, seduce, take orders from, and shoot on sight.
Dabbler: You know the names and general data pertaining to the secret service agencies of major world powers.
•• Student: You keep tabs on every major covert operations agency in the world, and know tidbits about various “paraintelligence” groups (the Arcanum, Zaibatsu, Inquisition, etc.) as well.
••• Scholar: Beyond the obvious facts and figures involved in covert operations, you’ve got dirt on important figures in the community, solid data about “nonexistent” groups, and enough so-called “secrets” to make certain folks uneasy.
•••• Professor: You know about, and are known to, every major party in the covert-culture world, with plenty of knowledge about other groups as well.
••••• Master: They just call you “M.”
(Source: M20 Book of Secrets, page 31)

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.
Novice: Amateur
•• Practiced: Enthusiast
••• Competent: Scholar or detective
•••• Expert: Criminal historian or senior detective
••••• Master: The Shadow
(Source: Vampire Players Guide (2nd Edition), page 36)

Cryptography: A world full of secrets is a world filled with codes. You understand how they work, know the principles for crafting and cracking them, and have the kind of mind that curves along the proper corners when hacking various codes. A background in mathematics and historical encryption comes with this Skill, although other Abilities – Enigmas, Esoterica (Alchemy, Bibliomancy, Secret Code Languages, etc.), Science (Mathematics), and so forth – provide invaluable assistance for such tasks.
Dabbler: Spy novel fan.
•• Student: Military signals engineer.
••• Scholar: Intelligence operative.
•••• Professor: Cipher specialist.
••••• Master: Codebuster supreme.
(Source: M20 Core Book, page 299)

Cultural Savvy: You’re a walking travel guide, even in places you’ve never visited before. A combination of prior knowledge and innate savvy helps you spot cultural sweet spots and pitfalls before you (or your companions) trip over your own ignorance. Unlike the Etiquette Skill, this Knowledge is less about making friends than it is about figuring out how cultures work as a whole. With it, you can grasp foreign manners, catch subtle cues, unravel complex social roles, and draw conclusions about the importance of gender, politics, ethnicity, and – perhaps most importantly – the cultural expectations of the people in question.
Dabbler: You read travel guides for fun.
•• Student: You’re a smart tourist.
••• Scholar: A cultural chameleon, you catch on fast.
•••• Professor: Versed in several societies, you know more than many natives do.
••••• Master: The world is your playground, your oyster, and your home.
(Source: M20 Book of Secrets, page 31f)

Demolitions: You know how to make things go BOOM, usually without blowing yourself to bits in the process. Such Knowledge confers a working familiarity with explosive chemistry and tech, an understanding of common designs, a knack for figuring blast patterns and effects, and – at its higher levels – the expertise to defuse many explosive devices too. What it does not do is provide foolproof explosive technology. Once things explode, chaos always takes over.
Novice: Model kits, fireworks, and you.
•• Practiced: Anarchy!
••• Skillful: You’ve trained with explosive compounds, devices, and precautions.
•••• Expert: “Stand back – I’m a professional.”
••••• Master: A master of disasters, you can defuse, as well as create, a wide range of explosive devices.
(Source: M20 Core Book, page 299)

Esoterica: Esoteric knowledge comes in many forms: astrology, angelography, fortune-telling, yoga, herbalism, demonology, the lore of stones, even the secret code languages of occult societies. Game-wise, the Esoterica reflects your pursuit of an esoteric discipline. The Trait’s overall rating reflects your general knowledge of arcane subjects, whereas each specialty reflects your expertise within a certain field.
• Dabbler: You’ve skimmed some New Age books or taken a handful of classes in the subject.
•• Student: You’ve devoted some time and energy to esoteric subjects.
••• Scholar: A devoted esotericist, you’ve spent years building up a working knowledge of odd subjects.
•••• Professor: Now you understand the interconnected patterns of arcane disciplines; knowing one allows you to master others more easily.
••••• Master: You possess a profound understanding of esoteric subjects and the practical uses behind them.
(Source: M20 Core Book, page 284f)

Helmsman: The baroque complexity of starship controls is enough to give most folks a headache. Not you. Rigorous training and practice have taught you how to maneuver the weird craft that operate beyond the mundane realm. Although you probably need a support crew to help you (starships are complicated!), you’re got practical knowledge regarding the various screens, buttons, keys, and monitors involved in navigating and steering such advanced vehicles.
Novice: You’re been trained in basic shuttle operations.
•• Practiced: They let you take the helm when things are calm.
••• Skillful: You’re an experienced helmsman who’s seen some scrapes and come through fine.
•••• Expert: “Mr. Sulu – take the helm!”
••••• Master: Han Solo considers you a peer.
(Source: M20 Book of Secrets, page 32)

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.
Novice: Amateur
•• Practiced: Enthusiast or historian
••• Competent: Grad student or genealogist
•••• Expert: Professor or junior herald
••••• Master: Research fellow or king of arms
(Source: Vampire Players Guide (2nd Edition), page 37)

Media: Mass media is mass reality… and you know how to shape both. The fine art and science of crafting public perception is yours to employ. You know who to call, what to tell them, which strings to pull, and probably how to make a tasty profit off the end result. Although this Trait does not necessarily grant access to high-placed media figures (see the Influence Background for those kinds of connections), you understand the Mass Media Machine and can guide it to your best advantage.
Dabbler: Mass-Com major.
•• Student: Reporter.
••• Scholar: Career journalist.
•••• Professor: Network honcho.
••••• Master: Rupert Murdoch.
(Source: M20 Core Book, page 300)

Military Science: Through intensive study or actual battle experience, you are familiar with the techniques needed to conduct a military campaign. You know how best to deploy your forces, cut off supply lines and capture vital territory.
Novice: Citadel graduate
•• Practiced: NCO
••• Competent: Brigadier general
•••• Expert: Julius Caesar
••••• Master: Sun Tzu
(Source: Vampire Players Guide (2nd Edition), page 39)

Pharmacopoeia/ Poisons: Drugs are your specialty: street drugs, herbal compounds, experimental medications, psychoactives, hypertech concoctions, and the like. You understand the effects of various chemicals on the human animal and perhaps on other animals as well. This Knowledge allows you – with the proper tools, of course – to measure, recognize, analyze, counter, or dose someone with a range of chemicals. As usual, higher ratings reflect greater expertise. You’ll never know everything, of course, but you’re rarely flying blind.
A venerable, if underhanded, tool, the variation Knowledge of Poisons allows you to alter the natural chemistry of living things in… shall we say, unfortunate ways. Witches, alchemists, assassins, and other shady types are infamous for their expertise with such compounds, and though you might not want to advertise that information, you’re experienced with such compounds too.
Note: This ability replaces the Herbalism and Alchemy abilities.
Dabbler: Street dealer.
•• Student: Pharmacy student or savvy herbalist.
••• Scholar: Dr. Timothy Leary.
•••• Professor: Experienced with mystic, esoteric, and hypertech compounds.
••••• Master: Renowned Pharmacopoeist.
(Source: M20 Core Book, page 300)

Power-Brokering: When it’s time to set up puppets and get them dancing, this Ability reflects your ability to consolidate connections, facilitate access, introduce power-players to one another, and then lay foundations for the type of influence that gets things done. An “offstage” ability (like Research and Networking), Power-Brokering allows you to set up and manipulate networks of authority and then sit in the center of them and employ the folks who owe you favors.
Dabbler: You know how to talk to receptionists.
•• Student: Getting your foot in the door… and keeping it there… is easy enough.
••• Scholar: Power-players know your name and take your calls.
•••• Professor: “Mr. Koch will see you now.”
••••• Master: World-leaders consider you a friend.
(Source: M20 Book of Secrets, page 32)

Secret Society Politics: You know your way around in the corridors of power: . Alliances, rivalries, histories, influential players, status and weaknesses… they’re your bread and butter. This Knowledge covers the internal workings of secret societies, from mystical Chantries and technocratic Constructs, over House and Clan Tremere, all the way to the politics of demonic Courts. Choose a particular society that your character is part of, or otherwise has reason to know intimately.
The higher your rating, the more you know. Certain levels of this Knowledge, however, are off-limits to characters under a certain rank, and members of rival factions probably won’t be able to find out much about the other guys at all unless they’re skilled infiltrators walking a very dangerous line.
Regardless of the character’s rank or affiliation, Secret Society Politics just gives you data and rumors, not the ability to act on what you think you know. Putting that knowledge to good use requires Traits like Diplomacy, Subterfuge, Allies, Patron, and Spies.
Dabbler: You know the major places and players.
•• Student: You’ve got a moderate assessment of your chosen base.
••• Scholar: Anything that’s common knowledge in the ranks, you know.
•••• Professor: Classified access is yours to command.
••••• Master: You know enough rumors, data, secrets and dirt to make lots of people nervous; given how much you know, you should be nervous too!
(Source: Modified from Chantry/Construct Politics, M20 Book of Secrets, page 30f)

Thanatology: While most mortals fear death, the ancient Egyptians honored it and made a study of it. You are a student of 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.
Student: You've read a fair amount on the subject, and you can carry a reasonably informed conversation.
•• College: You've done some study of cadavers.
••• Masters: You know some of the deeper mysteries as well as the physical lore.
•••• Doctorate: You know ancient techniques of embalming, and you have actually performed them yourself.
••••• Scholar: You understand the mysteries of the Lands of the Dead and the effect that death can have on the spirit.
(Source: Mummy: The Resurrection, page 63f)

setting/knowledges.txt · Last modified: 2023/Dec/02 19:15 by zechstein