A Little Learning...
by Eleanor Holmes [ jestyr@dumpshock.com ]
Knowledge Skills
Folklore & Mythology
Folklore and Mythology refers to the traditional recurring folk tales, legends and myths of historical cultures.
It covers everything from knowledge of ancient pantheons to the various Arthurian legends, Native American tribal
tales, the Baba Yaga and more. In the Sixth World, where belief can shape reality, those with this knowledge can
find insight into many modern mysteries. Formerly the province of academics, this skill has many applications in
the Awakened world.
Default: Anthropology, History, Occult Knowledge
Specializations: By historical period, by region, by specific subject, by tradition.
Occult Knowledge
This skill confers all kinds of mystic, arcane and ‘magical’ knowledge. Distinct from the various Magic
Background skills, which represent the accepted body of magical understanding in the Sixth World, Occult
Knowledge describes the unknown – folk magic, dark practices and rites half-remembered. This skill is useful
for talismongers, forensic mages, and theoreticians alike. It may be used as a Complementary Skill for relevant
Magic Background skill tests, and also covers knowledge of practices not necessarily effective in the Awakened
world.
Default: Magic Background skills; Folklore & Mythology
Specializations: By historical period, by region, by specific subject, by tradition.
Parabotany
Parabotany refers to knowledge of Awakened plants of all kinds. It covers cellular and biochemical information,
cultivation and occurrence of such plants in the wild, and so forth. At the GM’s discretion, Parabotany may be
used as a Complementary Skill for working with herbal materials and radicals in Talismongering and Enchanting
tests (see MITS, pp. 40-2). It may also be used in this way when concocting magical compounds such as those of
the Anasazi or Koradji (see M&M, p. 122-3 and T:AL, pp. 108-9).
Default: Botany, Parazoology
Specializations: By order, by region, by para-trait
Parazoology
Parazoology is the study of Awakened animals, particularly non-sentient ones. Characters with this skill know
the behavior, physiology and biological needs of critters they may encounter. This skill doesn’t directly
confer any ability in dealing with the animals in question, but may be used as a Complementary Skill when
handling or caring for appropriate animals.
Default: Zoology, Parabotany
Specializations: By order, by region
Active Skills
Hypnotism (Willpower)
Hypnotism is the art of entrancing a target to make them more susceptible to suggestion or command. To use it,
the character selects their target and places them in a trance using meditation or concentration techniques.
This requires quiet surroundings and minimal distractions, and should almost always be performed in person. The
hypnotist makes an opposed Hypnotism test against the target’s Willpower; if the hypnotist achieves any net
successes, the subject is in a hypnotic trance and is open to suggestion from the initiator. Placing the target
into a trance requires a time equal to their Willpower in minutes; this time may be reduced by extra successes
on the Hypnotism test.
Once in a trance, the target must make a Willpower test (with a target number equal to the hypnotiser’s
Willpower) to resist any commands or suggestions given by the hypnotist. Only the hypnotist may affect the
target in this way. If the target is given commands that are counter to their self-interest or are wildly
inappropriate, the hypnotist must maintain control by succeeding on another opposed Hypnotism test against
the target’s Willpower. If the target achieves equal or greater successes, they slide out of their trance
and any implanted commands or suggestions have failed.
This skill should only be allowed in the game at the discretion of the gamemaster.
Default: None
Specializations: Subject control, memory regression, personality modification
Riding(Reaction)
Although animal riding is a rare talent in the Sixth World, compared with a couple of centuries ago, there are
still those who find it useful to be able to ride a horse, mule, or other animal. Whether for leisure or
recreational purposes, or as a self-sustaining form of transport, some people around the fringes of urban
civilization are adept at animal riding.
This skill allows the rider to sit their mount appropriately under a range of riding conditions. GMs should
make Riding Tests based on varying conditions in a similar fashion to Handling Tests. The Riding skill also
allows a character to select the appropriate tack, animal-control equipment and other accoutrements for riding
their mount, and gives the character some small means of behavioural control over the animal when riding it.
Default: None
Specializations: By animal
|