Difference between revisions of "Lore"

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Typically used with: '''Insight'''.
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Knowledge is power to those who know.  Those with ranks in a lore are learned in the topic.  Those with the skill maxed out are an unquestionable authority on the topic.  Here are a few examples:
 
Knowledge is power to those who know.  Those with ranks in a lore are learned in the topic.  Those with the skill maxed out are an unquestionable authority on the topic.  Here are a few examples:
  
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* Animals
 
* Animals
 
* Architecture  
 
* Architecture  
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* Magic   
 
* Magic   
 
* Medicine/Healing
 
* Medicine/Healing
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* Military Tactics
 
* Military Tactics
 
* Monsters  
 
* Monsters  
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* Weapons & Armor
 
* Weapons & Armor
 
* Wilderness
 
* Wilderness
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{{section|Difficulty|Lore attempts have no set difficulty.  The higher the DL, the more obscure or ancient the information is.}}
 
{{section|Difficulty|Lore attempts have no set difficulty.  The higher the DL, the more obscure or ancient the information is.}}
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| 40
 
| 40
 
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{{section|Retry|Lore attempts cannot be retried without spending a fate point.}}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 17:34, 3 April 2010

Typically used with: Insight.

Knowledge is power to those who know. Those with ranks in a lore are learned in the topic. Those with the skill maxed out are an unquestionable authority on the topic. Here are a few examples:

  • Animals
  • Architecture
  • Astronomy
  • Chemistry
  • Cryptography
  • Cultures
  • Divination
  • Faiths/Theology
  • Gambling
  • Geography
  • History
  • Magic
  • Medicine/Healing
  • Military Tactics
  • Monsters
  • Mythology
  • Physics
  • Psychology
  • Plants & Fungi
  • Politics
  • Royalty
  • Spirit Power
  • Trapmaking
  • Undead
  • Weapons & Armor
  • Wilderness

Difficulty

Lore attempts have no set difficulty. The higher the DL, the more obscure or ancient the information is.

Example DL
Something trite (fish don't have hair; deserts are dry) 5
Normal information (a king's length of reign; the stories of a common place of mystery) 10
Somewhat uncommon information (vampires cannot see their reflections; the traditions on a major holiday in a distant country) 15
Fairly uncommon information (the family tree of a noble; the cure for a rare disease, the vulnerabilities of a giant slime) 20
Extremely specific or forgotten information (the names of all blood vessels in a reptile, the secret password to open a long abandoned fortress) 30
"How do you know that?" (the names of all past owners of a particular non-magical walking stick; an ancient queen's tea preferences; the sum of the number of protons in the atoms of the noble gases) 40