Secondary Knowledges


Alchemy | Area Knowledge | Astrology | Chimerical Alchemy | Computer Hacking | Cryptography | Gematria | Heraldry | Herbalism | History | Poisons | Psychology | Science Specialties | Taxidermy | Theology



Alchemy
(Player's Guide, pp. 47-48)

You're familiar with the writings of the classical and medieval alchemists, and you also have some practical experience. This Ability is indirectly related to the Knowledge of Chemistry, in a manner similar to the relationship between Astronomy and Astrology. You can interpret alchemical texts, and you understand the various symbols and ciphers used by the alchemists, even when you find them in a non-alchemical context.

Possessed by: Occultists, Scholars, some Scientists
Specialties: Transmutation, Cosmology, Lapis Philosophorum

· Novice: A mere dabbler.
·· Practiced: Apprentice; probably still dependent on a master for instruction.
··· Competent: Journeyman; capable of making your own way, but with a long road left to travel.
···· Expert: Experienced alchemist; within reach of the greatest secrets.
····· Master: One of the true practitioners of the craft.
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Area Knowledge
(Player's Guide, pg. 48)

You're familiar with an area – its landscape, history, inhabitants, and mortal politics. This Knowledge will also provide a basic "who's who" for the areas around a freehold. You must determine the area that you have knowledge of at the time you take the Ability.

Posessed by: Vigilantes, Cops, Long-Time Residents
Specialties: History, Geography, Wildlife, Enemies, Politics, Transportation, Law, Customs

· Novice: You know a fair amount for an outsider.
·· Practiced: You may have lived here for a year or two.
··· Competent: You may have lived there for five to 10 years.
···· Expert: You're native born, and never left.
····· Master:You know every stone, stream, or building in the area.
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Astrology
(Player's Guide, pg. 48)

You know how to compile and interpret a horoscope. Given the date and time (and, according to some systems, the place) of a person's birth, you can construct a personality profile and a set of predictions about the likely course of his life. Whether you actually believe these revelations is a matter of personal taste, but you can present them in a convincing and pleasing manner to those who do believe. This Knowledge doesn't confer any type of magical ability.

Possessed by: Astrologers, Amateurs, Mystics, New-Agers, Old Hippies
Specialties: The Zodiac, Ming Shu, Zu Wei

· Novice: You merely dabble.
·· Practiced: Friends ask you to make horoscopes for them.
··· Competent:You could run a small astology business.
···· Expert:You could hve a syndicated newspaper column.
····· Master: You could work for celebrities and politicians.
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Chimerical Alchemy
(Kithbook: Nocker pp. 55-56)

The Birthright of Chimera Crreation has certain limitations (a knocker may not create items that involve or require radiation, electricity, or active chemical reactions). Nockers have sought to compensate for this by developing a highly specialized branch of science that deals with chemical reactions, which are difficult to replicate in the Dreaming. You've gained some mastery of this elusive craft. Familiarity with Chimerical Alchemy allows you to transcend the limits of what most knockers can create in the Dreaming. No longer are you restricted to creating mechanical devices and simple tools. Now you can change one thing into another -- perhaps even turn chimerical lead into gold (or is that fool's gold?). Unlike mundane chemistry, which is an exact science, Chimerical Alchemy requires a considerable amount of intuition. An alchemical reaction created one day in the Dreaming may cause a different effect the next day. You're learning how to predict these strange variations. The deeper you go into the Dreaming, however, the more difficult it is to anticipate how a chimerical chemical reaction will turn out. Chimerical Alchemy, as opposed to the Alchemy Knowledge, deals solely with the materials of the Dreaming. If your character already has the Alchemy Knowledge, you may transfer the points to Chimerical Alchemy if it suits your character, and with the Storyteller's permission.

Possessed by: Nockers
Specialties: Deep Dreaming, Explosives, Near Dreaming, Transmutation

· Novice: You haven't blown yourself up -- yet.
·· Practiced: You're learning, but still highly dependent on your master for instruction. You could probably make goblin parchment.
··· Competent: You're well-trained and capable of making your own way. You could probably make chimerical gunpowder.
···· Expert: You're an experienced alchemist, within reach of the greatest of secrets. You could probably make a chimerical camera.
····· Master: You're one of the true practitioners of the craft.
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Computer Hacking
(Player's Guide, pg. 48)

You must have at least two dots in Computer before purchasing this Knowledge. Hacking allows the computer user to break the rules. It's not a programming skill -- that requires the Computer Knowledge. Hacking represents an imaginative faculty above and beyond the use of the programming codes. In the binary computer world of yes/no, hacking represents the little bit of genius that says, "Well, maybe." Hacking is used instead of the Computer Knowledge when you're breaking into other computer systems or trying to manipulate data in "real time." The Computer Ability is used for programming and other miscellaneous tasks. Hacking is used most often as a complementary Ability to Computer, but it can aid programming by allowing you to work faster or to crack military codes that a normal programmer wouldn't even be able to figure out.

Possessed by: Computer Geeks, CIA Operatives
Specialties: Viruses, Data Retrieval, Networking, Telecommunications

· Novice: You are a computer geek who knows a few tricks, such as changing your grades in the university computer network.
·· Practiced: You have great 'luck' in guessing computer passwords.
··· Competent: You thought your electric bill was too high last month, but you cn fi that with a few keystrokes.
···· Expert: Now that you hae cracked the bank codes, which is it: Rio or Bermuda?
····· Master: The European Community was pretty annoyed about that thermonuclear incident, but you know they can never trace it back to you.
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Cryptography
(Player's Guide, pg. 48)

You may skillfully compose and interpret codes and ciphers. You can construct a code that can only be cracked by someone who scores as many successes as you have dots in this Knowledge. You can also crack a code, rolling your Knowledge against a difficulty assigned by the Storyteller depending on the code's complexity.

Possessed by: Spies, Puzzle Buffs, Military Signals Personnel
Specialties: Letter Shifts, Mathematical Encryption, Obscure Character Sets

· Novice: Grade-school spy fan.
·· Practiced: Word puzzle buff, military signals officer.
··· Competent: Intelligence officer.
···· Expert: Intelligence cipher specialist.
····· Master: The Shadow.
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Gematria
(Kithbook: Nocker pg. 56)

Like Chimerical Alchemy, Gematria is a knocker science developed to compensate for the limitations of the Chimera Creation Birthright. This chimerical science helps knockers harness energy effects in the Dreaming. This quasi-science derives its mathematical language that converted names to numerical value for mystical purposes. Knocker Gematria creates a flexible mathematical framework for predicting the "randomness" of chimerical energies. The discipline is particularly useful when dealing with Dreaming physics, electrical phenomenon, and the behavior of FUBARs. Possession of this Knowledge is essential to create chimerical objects and inventions that are more than simple tools, and that can operate with their own energy reserves.

Posessed by: Nockers, Talmudic Scholars
Specialties: FUBARs, Golems, Physics (Near Dreaming or Far Dreaming)

· Novice: A novice.
·· Practiced: You're learning, but are still highly dependent on your master for instruction.
··· Competent: You're well-trained and capable of making your own way.
···· Expert: You're highly experienced, within reach of the greatest secrets.
····· Master: One of the true practitioners of the craft.
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Heraldry
(Player's Guide, pp. 48-49)

This is the Knowledge to recognize standards and coats of arms, as well as the meaning attached to them. This extends to historic coats of arms, guild seals, and Japanese mon, among others. You can design new seals and coats of arms that heraldic authorities would find acceptable. Successful recognition of a heraldic device automatically imparts a small degree of information about the family or organization it represents.

Possessed by: Enthusiasts, Historians Genealologists, Court Members, Heralds
Specialties: By Period, By Nation, Seelie, Unseelie, Modern, Mercantile

· Novice: Amateur.
·· Practiced: Enthusiast, historian, or irregular court attendant.
··· Competent: Grad student, genealogist, or regular court attendant.
···· Expert: Professor or junior herald.
····· Master: Research fellow or king of arms.
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Herbalism
(Player's Guide, pg. 49)

You've studied the history of a specific area or period, and you understand what happened, when, and why, and who was involved. You also have a fair idea of social, political, economic, and technological conditions in various past times and places. Note that in the case of ancient changelings this Knowledge relates only to times and places that are outside their direct experience. For instance, a changeling born in Victorian London would rely on memory for knowledge of English history and culture, but would use History to uncover information about classical Greece, which was before his time, or about Czarist Russia, which was outside his experience.

Possessed by: Holistic Healers, New-Agers, Wise Women, Members of Traditional Cultures, Boggans
Specialties: Culinary, Medicinal, Poisonous, Narcotics, Hallucinogens, Spirit

· Novice: Read a book on it once.
·· Practiced: Serious student.
···

Competent: Local supplier.

···· Expert: Author of books of herbalism.
····· Master: Herbal doctor.
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History
(Player's Guide, pg. 49)

You've studied the history of a specific area or period, and you understand what happened, when, and why, and who was involved. You also have a fair idea of social, political, economic, and technological conditions in various past times and places. Note that in the case of ancient changelings this Knowledge relates only to times and places that are outside their direct experience. For instance, a changeling born in Victorian London would rely on memory for knowledge of English history and culture, but would use History to uncover information about classical Greece, which was before his time, or about Czarist Russia, which was outside his experience.

Possessed by: Enthusiasts, Scholars, Mentors
Specialties: Political, Intellectual, Social, Economic, Technological, Classical, Medieval, Renaissance, Modern, Europe, Americas, Asia, Africa, Australia

· Novice: Amateur of high school.
·· Practiced: Enthusiast or college student.
··· Competent: Grad student or mentor.
···· Expert: Professor.
····· Master: Research fellow.
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Literature
(Player's Guide, pg. 49)

You're familiar with the literature of one or more nations or historical periods, and know something of the general style and structure of literature -- the things that set literature apart from mere fiction or entertainment. You can usually find a witty or appropriate quote, or identify a quotation if you see one.

Possessed by: Scholars, Authors, Critics
Specialties: The Novel, Poetry, Drama, English, American, European, Classical, Medieval, Asian, Short Story, Genre

·

Novice: High school.

·· Practiced: College student.
··· Competent: Grad student or critic.
···· Expert: Professional or recognized author.
····· Master: Celebrated author.
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Poisons
(Player's Guide, pp. 49-50)

You have a working knowledge of poisons, their effects, and antidotes. You can analyze a poison to tell its origin and can prepare a poison or antidote given time and equipment. You must have at least one dot in Science to acquire this Knowledge.

Possessed by: Mystery Buffs, Detectives, Pharmacists, Medics, Assssins, Unseelie, Nobles
Specialties:Venoms, Chemical Poisons, Plant-Based Poisons, Analysis, Antidotes, Instant Poisons, Slow-Build Poisons, Undetectable Poisons, Magical Poisons

· Novice: Dabbler.
·· Practiced: Detective, mystery reader.
··· Competent: Pharmacist, mystery writer.
···· Expert: Forensic scientist, emergency room doctor.
····· Master: Assassin.
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Psychology
(Player's Guide, pg. 50)

You have a formal education in the science of human nature. You know the modern theories of emotion, cognitive development, personality, perception, and learning. Though this is largely a scholarly understanding of the human psyche, it can be used practically to understand those around you

Possessed by: Teachers, Researchers, Scientists, Counselors, Psychologists
Specialties: Behaviorism, Freudian, Jungian, Humanist, Developmental, Experimental, Animals

· Novice: High school.
·· Practiced: College student.
··· Competent: Grad Student.
···· Expert: Professor.
····· Master: Theorist.
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Science Specialties
(Player's Guide, pg. 50)

The subtleties of science are many and varied, especially for those who employ them. Characters who specialize in one type of science (Biology, Mathematics, Engineering, Cybernetics, etc.) more than others should simply take that Science as a separate Knowledge with specific applications outside of the more general body of knowledge that's presented by the Science Trait.

Possessed by: Scientists, Research Technicians
Specialties:Astronomy, Biology, Genetics, Mathematics, Cybernetics, Metallurgy, Meterology, Virology, Any other type of specific Science.

· Novice: A basic understanding of the concepts involved.
·· Practiced: A working knowledge of the subject.
··· Competent: Good enough to bend the rules without breaking them.
···· Expert: Extensive and esoteric theories.
····· Master: You know so much that you can prove anything you want within your chosen field.
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Taxidermy
(Player's Guide, pg. 50)

You can take an animal apart and preserve all the bits and pieces, not just the skins and heads. Your deerskins won't rot, and your raven claws won't smell funny. Moreover, you can make sure newts' eyes will stay fresh for years.

Possessed by: Morticians, Hunters, Furriers, Serial Killers, High School Science Teachers, Unseelie
Specialties: Tanning, Enbalming, Preserving, Trophies, Techniques of Frankenstein, Victims

· Novice:The newts should freeze well.
·· Practiced: Nobody will buy from you, but you should be able to cure a pelt or properly preserve a snake in formaldehyde.
··· Competent: Relatives who like animal heads nailed to their walls appreciate your presents. Others find your hobby distasteful because the animals don't look alive either.
···· Expert: You could get a job at the natural history museum. Old ladies who want their Chihuahuas stuffed come to you, and your frog toes are as fresh as the day you got them.
····· Master: You probably embalmed the pharaohs in a past life. Your work looks like it's going to get up and run off at any moment.
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Theology
(Player's Guide, pg. 51)
 
Religion is a familiar aspect of human endeavor, and you fully understand its place in the world. At higher levels, this Knowledge imparts an appreciation of all religious beliefs, while individuals with less skill tend to view their own beliefs as intrinsically superior to any others. This, of course, varies with the individual. Possession of this Knowledge in no way requires personal belief in the tenets of any specific religion.

Possessed by: Clergy, Laity, Missionaries, Religious Orders, Theologians
Specialties: Agnosticism, Buddhist, Christian, Comparative, Hinduism, Islam, Judaism, Liberation, Rituals, Scripture, Wicca, Women's Theology (often called Theaology)

· Novice: Participant.
·· Practiced: Altar boy.
··· Competent: Priest.
···· Expert: Professor.
····· Master: Theologian.
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