Lore
Lore represents your knowledge of the world, ranging from the supernatural to the scholarly. You understand the workings of ancient magic, dark creatures, secretive organizations, and the arts. This skill encompasses everything from occult knowledge to academic understanding, allowing you to call upon centuries of wisdom in any situation.
Lore is a general skill: you use it for every topic, with no penalty. You may also choose one specialization from the list below and record it in parentheses next to the skill, for example Lore (Occult). You roll with Advantage on Lore rolls about your specialized topic.
Specializations:
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Occult — Knowledge of dark magic, curses, demonic pacts, and supernatural beings.
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History — Understanding of historical events, ancient civilizations, and key figures.
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Medicine — Proficiency in healing techniques, surgery, and understanding ailments.
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Academics — Mastery of literature, science, and scholarly pursuits.
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Religion — Knowledge of faiths, rituals, divine beings, and sacred texts.
Stunts
- Forbidden Scholar
- You may use your Lore skill to identify magical effects, ancient curses, or abyssal markings that are normally undetectable. Once per session, you may declare you’ve read a forbidden text containing insight into the current supernatural threat and gain +2 on one roll to exploit its weakness.
- Tomewalker
- When you spend time studying a written source (library, scroll, tablet, etc.), you may ask one additional question from the GM for every successful Lore roll. If you succeed with +3 or more, you uncover a secret the author did not intend to reveal.
- Ritual Codex
- You may create a temporary ritual circle in 10 minutes that grants +2 to your next Lore-based magical research, decoding, or sealing attempt.
- Arcanum Vault
- Once per session, you may declare that you’ve previously studied and copied the magical structure of a spell you’ve recently seen. You may now cast that spell one time using your Lore skill in place of Magic.
- Scholar’s Focus
- When you use Lore against runes, wards, curses, or constructs, gain +2 to the roll. If you succeed, your allies gain Advantage on their first roll against the same obstacle.