XerExaltedLite/Lore
Contents
Lore
- /Arts - See Arts
- /Languages - See languages
- /Weather - See Weather
Astrology
- Astrology is covered under the Arts rules of the Player's Guide
Attuning
Attuning to a Manse or Demesne is a difficulty 1 Intelligence + Lore (there is no skill for this) roll. All individuals currently attuned to the Manse or Demesne must be present and consent for the ritual.
Deattuning a Manse or Demesne is a matter of altering the Geomancy of the structure or area, covered under /Craft. It is not possible to deattune a specific person, regardless.
Commanding Knowledge
Rote knowledge is an Intelligence or Wits (depending on time available) + Lore (This ability covers a great many skills) roll.
The difficulty depends on the esotericness of the knowledge and the research the character has access to. Common trivia is difficulty 1, but a note about a random minor kingdom could be 6 or more. Trying to recall this trivia on the spot (Wits) generally adds +2 to difficulty.
This also covers math.
Debate
- Dialectic debate (debating to learn rather than win) should often be covered under cooperation rules. These rules can still be used in that context, given a debate between an Immaculate and a Cult of the Illuminated member, for example, but typically, even in that instance, there is an unconcious desire to twist the truth, and thus, these rules follow.
Both players roll Wits, Presence or Charisma + Lore (Specific topic being debated), against eachother's Wits + Lore + Compassion. /Beliefs may add to the soak of a specific subject, but otherwise, the successes are counted as damage under the /Socialize rules.
Intelligence should be used in place of Wits in a written debate. Written debates are also a lot harsher on flaws, so the Storyteller should assign successes accordingly.
Once someone suffers enough 'debate damage' equal to their Willpower + Essence on a specific topic, they lose the debate. This does not mean that they actually change their minds - merely that they have been sufficiently addled.
Rethinking the subject is an Intelligence + Lore (Specific skill) roll (Compassion is easily channelled), with a base difficulty of the most 'damage' they suffered in a specific attack. Each roll (period of reflection) takes one hour. It is often easier, however, for someone to go to a friend or mentor of like beliefs and 'debate' with them, using their Intelligence + Lore roll instead.
If the base difficulty ends up being more than their Intelligence + Lore (commoners do not get to add their skill), their beliefs are in jeoperdy, and they may revert their views over time.
Examining Goods
Lore can be used to judge the quality and nature of substances - those not typically covered under /Natural but not yet worked by human hands - raw ore, stones, and so on. This is an Intelligence + Lore (Appriase) roll, or Wits at +2 difficulty if a quick judgement has to be made.
Reconstructing an Event
Reconstructing an event is an Intelligence + Lore (Reconstruction) roll, with a difficulty based on how much, and how correct, the information they have is.
Sensing Geomancy
Mapping out the Geomancy of an area is typically a difficulty 1 Intelligence + Lore (Geomancy) roll.
Sensing Magic
Sensing the flow of magic - from the talismans of mortal Thaumaturges to the mightiest artifacts of the Primordials themselves, is a Wits + Lore (Sense Magic) roll. The difficulty depends on the strength of the magic used, and if the magic is concealing in nature. Use of personal Essence by Exalted is extremely difficult to detect in comparison to normal spirits.
The base difficulty is 11 - the number of motes used, minimum 1, but extended observation and contact can further reduce this.
Sensing Spirits
Sensing Spirits is a difficulty 10 Wits + Lore (Sense Spirits) roll, -1 for every 10 points of Essence the spirits in the area posess. Additional successes beyond this can pick out specific spirits, though this is vague and difficult.
Spirit Knowledge
Recognizing a god, demon, elemental, ghost or raksha is an Intelligence + Lore (Spirits) roll, or Wits at +2 difficulty if the character has to make a sudden decision.
- The Arts rules in the player's guide are used for the summoning, warding, and banishing of spirits.
Treat Disease or Poison
Whereas /Natural merely helps the patient along, the Lore varient actually tries to find a cure.
The difficulty of discovering a cure or vaccine varies from disease to disease and poison to poison. Applying a known cure is a different matter entirely, and depends on rote knowledge. An Intelligence + Lore (Coure Poison or Cure Disease) roll applies in either case.
Using First Age Devices
The mechanics of the First Age are strange and alien to most, but enough Lore (First Age) knowledge allows it to be understood. This works like Commanding Knowledge, above, except that characters with memories that stretch into the First Age (Celestials and Dragon Kings, mostly) have a significant advantage - others tend to suffer a +5 difficulty.