The Nightfall Society
Rules Addenda: Lore Specialisations
Whilst it is nice to be able to offer a variety of knowledge that will help enable plot engagement and the acquisition of boons, if it becomes too commonplace then the market for such knowledge dries up. Due to that we are being quite strict with lore in general - most people who have been able to give a good justification as to why they might have a rare lore have been allowed it, what we've generally said no to is when there isn't a strong justification or, as in this case, when a character is looking to have a wide collection of rare lores.
We have also removed the concept of "outsider" and shallower lores from play, as it is difficult for storytellers to moderate whether information should be available to the insider but not the outsider, especially as there are already systemics around levels of knowledge. A good example from last chronicle, if you have one character with the insider lore but a pool below 10, or another character with the outsider lore and a pool of 24, which of them has better knowledge?
You do not necessarily require a focused lore specialisation to have some basic knowledge of the subject - having other lores and skills can contribute. Taking for example the Convention of Thorns:
- Someone with Occult might have some awareness that vampires exist but wouldn't know about the Convention of Thorns.
- Someone with Vampire lore would have heard of the Convention of Thorns, but not know much detail.
- Someone with Camarilla lore would (with a test) potentially be able to name the Founders and would know it was the formation of the sect.
- Someone with Convention of Thorns lore would potentially be able to name exactly who was present, and go into the details of the event.
Additionally, all characters recieve a set of lore specialisations for free, even if they do not have the skill, unless they specifically request not to start with them (in which case they are free to gain in play). These include any of the following that the character innately possesses or is part of:
- Creature Type - e.g. Vampire, Garou, Kitsune
- Creature Subtypes - e.g. Clan, Bloodline, Tribe, Auspice
- Sect - e.g. Camarilla, Garou Nation
- Faction - e.g. Sanctum of Gaia
- Innate Powers - in-clan Discipines, in-type Gifts (this does not cover rituals for thaumaturgy and necromancy)
- Path/Road of Enlightenment if a full member of a path (i.e. not bought through Path Adherent)
Specialisations and Approval
Creature Type
These lore specialisations indicate a general understanding of the common qualities and weaknesses of the relevant creature type, and the basics of the official history.
Any of these specialisations other than your own creature type require justification and ST approval. Those marked with an asterisk require Lead ST approval. No character may enter play with more than one of these other than their own creature type.
All characters begin play with knowledge of their own creature type lore unless they choose not to (e.g. Fledgelings and Cubs). In such a case, once they have spent time in play learning about their creature type they may pick the lore specialisation up for free.
- Vampire
- Shifter
- Awakened Mage*
- Changeling* (venue ST approval if able to interact)
- Church Inquisition*
- Infernal* (venue ST approval if able to interact)
- Kuei-Jin*
- Mummy*
- Spirit* (venue ST approval if able to interact)
- Technocracy*
- True Fey* (Dark Ages)
- Wraith* (venue ST approval if able to interact)
- Wyrm Creatures*
Creature Subtype
The lore specialisations in this category indicate a solid understanding of the official history, innate powers, internal structure, and general practices of the subtype in question.
Any of these specialisations of the same venue and common to your sect, or that are bloodlines of your clan, require justification and ST approval. Those marked with an asterisk require Lead ST approval, as do any cross-venue or cross-sect ones.
All characters begin play with knowledge of their own relevant subtype lores unless they choose not to (e.g. Fledgelings and Cubs). In such a case, once they have spent time in play learning about their creature type they may pick the lore specialisation up for free. If the character is of a bloodline, they should exercise their discretion over whether their bloodline is standard enough to the clan to retain the main clan lore as well - for example an Banu Haqim Vizier would probably retain Banu Haqim lore, but a Tlacique would probably not have Follower of Set lore.
- Each Clan individually (any clan that is rare or restricted *)
- Each Bloodline individually (any bloodline that is rare or restricted *)
- Each Tribe individually (any tribe that is rare or restricted *)
- Each Auspice individually
- Each Breed individually
- Each Fera type individually (any fera that is rare or restricted *)
- Each Tradition (Awakened Mage) individually*
- Each Kith (Changeling) individually*
Sect
Each lore specialisation in this category demonstrates a good understanding of the official history, structure, practices, and most significant current members of the sect in question.
Any of these specialisations of the same creature type as yourself require justification and ST approval. Those marked with an asterisk require Lead ST approval, as do any cross-venue or cross-sect ones.
All characters begin play with knowledge of their own sect lore unless they choose not to (e.g. Fledgelings and Cubs). In such a case, once they have spent time in play learning about their creature type they may pick the lore specialisation up for free.
- Camarilla, Anarch, Independent Alliance, Sabbat (Vampire)
- Garou Nation, Beast Courts (Shifter)
Supernatural Powers
This set of lore specialisations show a solid understanding of the power set in question, including elder powers and techniques of that power set.
Any of these specialisations of the same creature type as yourself and common to your sect require justification and ST approval. Those marked with an asterisk require Lead ST approval, as do any cross-venue or cross-sect ones.
All characters begin play with knowledge of the lores relevant to their own power set sunless they choose not to (e.g. Fledgelings and Cubs). In such a case, once they have spent time in play learning about their creature type they may pick the lore specialisation up for free.
Possession of any merit that grants in or out of clan access to a power set also grants the relevant lore.
- Each Discipline individually
- Each Thaumaturgy or Necromancy path individually
- Thaumaturgy Rituals, Necromancy Rituals, etc
- Gifts by Auspice
- Gifts by Breed
- Gifts by Tribe/Fera
- Awakened Magic*
- Changeling Arts*
- Demonic Powers*
- Hedge Magic*
- Kuei-jin Disciplines*
- Mummy Sorcery*
- True Faith*
- Wraith Arcanoi*
Magical Objects
Those lores listed here demonstrate an understanding of the type of supernatural object, and knowledge of famous known artefacts of its kind.
Any of these specialisations that comprise objects created by your creature type and common to your sect require justification and ST approval. Those marked with an asterisk require Lead ST approval, as do any cross-venue or cross-sect ones.
- Thaumaturgic Items (Vampire)
- Necromantic Items (Vampire)
- Fetishes (Shifter)
- Wonders & Artefacts (Awakened Mage)*
- Treasures (Changeling)*
- Underworld Artefacts (Wraith)*
- Relics & Phylacteries (Mummy)*
- Relics of Faith (Inquisition)*
Supernatural History
These lore specialisations show an understanding of the true events of a particular period of history around a particular supernatural type. Unlike other categories, this has some examples, but not a specific list in the same manner.
Any of these specialisations that comprise history of your own creature type and common to your sect requires justification and ST approval (often due to having been present for them). Any specialisations that relate to prior to the Anarch Revolt, or that are cross-venue/cross-sect, require Lead ST approval.
Examples include:
- Kindred of the Enlightenment
- The Anarch Revolt
- Vampiric factions of the Great War
- The foundation of the Shard Caerns
- The fall of the Great Caerns
- Shifters of the Wild West
Alternate Realms
The lore specialisations of this category define knowledge of the various realms of existence and how they operate. There are two forms of these – broad scope covering general knowledge of the entire realm, and specific forms covering detailed information about particular regions.
Any of these specialisations that are readily accessible to your character require justification and ST approval (often due to having been present for them). Any specialisations that are not readily accessible to your character, or that are cross-venue/cross-sect, require Lead ST approval.
- The Umbra
- Umbral Realms by Name, e.g. The Abyss, Erebus, Flux, Scar
- The Dreaming
- The Shadowlands
- Regions by Name, e.g. Du’at, the Labyrinth
- Demenses
Concepts
This final category covers items that are conceptual rather than physical.
Any of these specialisations that pertain to matters that are in-venue for your character and either commonly known about or that your character has some engagement with require justification and ST approval. Any of these items that are not readily accessible to your character, or that are cross-venue/cross-sect, require Lead ST approval.
- Paths of Enlightenment, individually
- Infernalism
- Members of the Triat, individually (Wyld , Weaver, Wyrm)
- Thematic concepts of the game – e.g. Sermons of Caine, the Book of Nod