Academia [Any] – This Lore represents a Kindred’s knowledge prior to the fall of Caine. It is a general knowledge of History, Geography, Mathematics, Literature, Art, Technology and the Supernatural aspects of vampirism. You may not buy any Lore higher than this one, and you may not purchase more ranks in Dawn’s Mercy than you have Academia. Expending a rank of Academia can retest any ability imparted by this Lore.

Altruism [Eidolon] The body of knowledge represents what Kindred know about Mortals, their ways and customs. You may have a number of Mortal Influence contacts equal to you levels in this Lore minus whatever Ranks of Dawn’s Mercy you have.

Archery [Ignis Fatuus] – You know how to use a bow in combat to defend yourself against a myriad of opponents. With enough expertise you can even pin your opponent’s arm with an arrow before they throw a punch or stake them before they take their third step. Archery Training also allows you to avoid harm in the midst of a combat and get yourself in the best possible position to make an attack. This Lore can be expended as a retest or cancel in any challenge where you are using your Bow and Arrows as weapons.

Armament [Eidolon] –  With a sword, mace or pool stick you are a deadly adversary capable of inflicting horrible damage on your opponent. This Lore represents a complex system of moves and a profound spiritual focus by which Kindred push their supernatural bodies to the limit with their chosen weapon. Kindred demonstrating this prowess do things with a blade that mere mortals simply cannot imitate or follow. This Lore also allows you to wear armor or a shield.

Artisanship [Any] –    This Lore represents a Kindred’s ability to work with their hands to repair, modify or create relics. Each house has its own field of specialty and you may not begin play with or buy levels of this Lore until you belong to a House.  Masterwork items are items that are better than normal items of the same type in some way as determined by the narrator.  Expending a rank of Artisanship can retest any ability imparted by this Lore.

Contemplation [Exemplar] – This is the fundamental knowledge of self and soul required storing or channeling Vilkacis Energy. Kindred without this Lore can contain within themselves a number of Vilkacis equal to their Maximum Willpower and they can garner it from Ambient Sources like the Tenebrion or Dark Water. Kindred with this Lore can garner Vilkacis from other sources without the same risks or limitations because of their almost preternatural knowledge of their own spirit. You may use this Lore as a retest whenever you are drawing out or channeling Vilkacis or whenever you are attempting to resist Vilkatis Possession. 

Covert [Ignis Fatuus] – For some, simply remaining unseen was as important as it was to find shelter during the early days before the Penumbral Council and the five houses. Many of those that would eventually found House Ignis Fatuus developed the ability to remain out of sight by observing those they wished to hide from. They eventually learned and developed a complex set of techniques that allowed them to almost vanish even after making an attack or statement. You may expend this Lore as a retest for any challenges made trying to be sneaky.

Creature [Ignis Fatuus] – This Lore is the accumulated knowledge that Kindred have about the animals and animal spirits that dwell in the Tenebrion. This knowledge includes the ability to communicate with and identify Legendary Animals. You may have a number of animal contacts and allies equal to your level in this lore. This Lore may be expended as a retest with any Animal or Legendary Animal.

Gadgetry [Axiom] –    You are adept at using gizmos, electronics and computers including the Eldercog Conduit. This allows you to use items that would fall under the Lost Technology category as well as you garner further understanding. Expending a rank of Gadgetry allows you to retest any challenge when attempting to use a Gadget, Computer or Eldercog Conduit.

Gunplay  [Axiom] –    You are a hurricane of death when fighting with firearms. Using a complex methodology of mathematics and probability you are able to place yourself in the optimum position to take advantage of the ‘kill zone’. As a result you are able to preternaturally dodge incoming attacks while making your own with almost deadly inhuman precision. You may expend this Lore as a retest/cancel whenever you are using firearms as a weapon or when attempting to avoid ranged attacks.

Inquest [Precept] – You are adept at solving mysteries, questioning others and finding answers when a crime has been committed. This Lore represents the Kindred’s desire to ferret out those that would harm the Penumbral Society with heresy or civil war. House Precept used this knowledge and training to uncover many heretics and traitors in the years following the formation of the Penumbral Council. This Lore acts as a retest for any of the abilities it grants.

Linguistics [Precept] – The Old World is long gone, and while many of its languages have long gone to dust, you are able to decipher and speak most of them. Even some of the languages that were ‘dead’ before the great sleep won’t befuddle someone with Linguistics Lore. From relics of a mundane nature to amulets of incredible power you can usually read or at least get a good idea with regard to written or spoken languages. This ability does not apply to Stygian, ‘Geek’ or Animal forms of communication. You may use this as a retest whenever you are attempting to communicate with others or decipher the hidden meaning of words, texts or symbols.

Martial Body[Exemplar] – You are a master of unarmed combat transforming your body into a deadly weapon when engaging your foes up close and personal. You can enter into a defensive stance making you a wall of blocks and counter moves or you can leap into a whirling hurricane of punches and kicks devastating your opponent.

Pilot [Axiom] – Most vehicles found in the time following the great sleep are very difficult to use and pilot either by design or because of damage or other ‘quirks’. Not to mention there aren’t road crews or roads that go everywhere that Kindred wish to go. Piloting has since become a fine science of careful risk evaluation and guts due to the extreme conditions that vehicles are subjected to in the Penumbra and Tenebrion.

Prophecy [Precept] – By studying the cosmic flow if things around them, some Kindred can garner insight into otherwise obscure or arcane situations. You may expend this Lore as a retest for any of its granted abilities.

Reliquary [Exemplar] – You have a profound knowledge and understanding of Reliquaries and other places of Power. You may not know who built them or what all the funny writing is within, but you do know how to harness it’s power, commune with it’s resident Entity and communicate with it’s guardians. Any challenge made with a Reliquary or its Guardians is retested by this Lore.

Sanctuary [Eidolon] – You are a master of protecting others from harm and using yourself as a shield for your cadre. You are able to dodge in the way of incoming attacks, set up defenses for your cadre’s hideout. You are good at arranging security and defense for others in almost any situation. The Tenebrion being the dangerous place it is, this requires almost superhuman senses.

Scrounge [Axiom] –  Using complex calculations, ancient statistical data and a healthy dose of intuition you can attempt to find items in the Tenebrion and Penumbra. This skill requires a Computer with a corresponding number of traits equal to the level of this Lore used to find whatever it is you’re looking for. This Lore may be expended as a retest to when trying to find relics. Persons without this Lore use their Academia to find things but any test they make is a Difficult Test, not a Static one as with this Lore.  

Shadow Boxing [Exemplar] – Your sense of self it so amazingly acute that you do not require your sight to defend yourself and are trained to defend yourself from multiple opponents, even ones that are behind you or attacking from a range.

Survival [Ignis Fatuus] – The first Kindred that awoke, naked in the dark, in the Tenebrion during the early centuries of the awakening developed a methodology by which they were able to survive. This knowledge is still practiced by House Ignis Fatuus and continues to serve Kindred as they travel and explore the Tenebrion.

Tactics [Eidolon]  – This knowledge centers on the Cadre as a combat unit. Its strict doctrine allows anyone with this knowledge the ability to turn his comrades into more worthy adversaries so long as they can hear your warnings and direction. You may only use this Lore once per combat round on one of your allies and only during combat.

Transmundane [Precept]  – The world is filled with Supernatural energy, creatures and items and being able to discern an amulet blade from a stygian one is extremely useful. In order to use amulet items that are not of your own make you must have this Lore and even more important this body of knowledge will help you determine what a given item or spell will do before using it. This lore may be expended as a retest for any of its granted abilities.

This page was last updated on June 14, 2004.