• No results found

Computer Hacking

In document Changeling Players Guide (Page 49-51)

You must have at least two dots in Computer before purchasing this Knowledge. Hacking allows the computer user to break the rules. It is not a programming skill — that requires the Computer Knowl- edge. Hacking represents an imaginative faculty above and beyond the use of the programming axles. In the binary computer world of yes/no, hacking represents the little bit of genius that says, "Well... maybe."

Hacking is used instead of the Computer Knowledge when you are breaking into other computer systems or trying to manipu- late data in "realtime." The Computer Ability is used for programming and other miscellaneous tasks. Hacking is used most often as a complementary Ability to Computer, but it can aid programming by allowing you to work faster or to crack military codes that a normal programmer would not even be able to figure out.

• Novice: You are a computer geek who knows a few tricks, such as changing your grades in the university computer network. • • Practiced: You have great "luck" in guessing

computer passwords.

• • • Competent: You thought your electric bill was too high last month, but you can fix that with a few keystrokes.

• • • • Expert: Now that you have cracked the bank codes, which is it: Rio or Bermuda? • • • • • Master: The European Community was

pretty annoyed about that thermonuclear incident, but you know they can never trace it back to you.

Possessed by: Computer Geeks, CIA Operatives Specialties: Viruses, Data Retrieval, Networking, Tele- communications

Cryptography

You may skillfully compose and interpret codes and ciphers. You can construct a code that can only be cracked by someone who scores as many successes as you have dots in this Knowledge. You can also crack a code, rolling your Knowledge against a difficulty assigned by the Storyteller depending on the code's complexity.

• Novice: Grade-school spy fan • • Practiced: Word puzzle buff, military

signals officer

• • • Competent: Intelligence officer • • • • Expert: Intelligence cipher specialist • • • • • Master: The Shadow

Possessed by: Spies, Puzzle Buffs, Military Signals Personnel Specialties: Letter Shifts, Mathematical Encryption, Obscure Character Sets

Heraldry

This is the knowledge to recognize standards and coats of arms, as well as the meaning attached to them. This extends to historic coats of arms, guild seals and Japanese mon, among others. You can design new seals and coats of arms that heraldic authorities would find acceptable. Successful recognition of a heraldic device automatically imparts a small degree of infor- mation about the family or organization it represents.

• Novice: Amateur

• • Practiced: Enthusiast, historian or irregular court attendant

• • • Competent: Grad student, genealogist or regular court attendant

• • • • Expert: Professor or junior herald • • • • • Master: Research fellow or king of arms Possessed by: Enthusiasts, Historians, Genealogists, Court Members, Heralds

Specialties: By Period, By Nation, Seelie, Unseelie, Modern, Mercantile

Herbalism

You have a working knowledge of herbs and their properties, medicinal and otherwise. You can find and prepare herbs, and know which herb or blend of herbs to use in any situation. This skill will also provide knowledge of the magical lore of plants.

• Novice: Read a book on it once • • Practiced: Serious student • • • Competent: Local supplier

• • • • Expert: Author of books on herbalism • • • • • Master: Herbal doctor

Possessed by: Holistic Healers, New-Agers, Wise Women, Members of Traditional Cultures, Boggans

Specialties: Culinary, Medicinal, Poisonous, Narcotics, Hallucinogens, Spirit

History

You've studied the history of a specific area or period, and you understand what happened, when and why, and who was involved. You also have a fair idea of social, political, economic and techno- logical conditions in various past times and places. Note that in the case of ancient changelings, this Knowledge relates only to times and places that are outside their direct experience. For instance, a changeling born in Victorian London would rely on memory for knowledge of English history and culture, but would use History to uncover information about classical Greece, which was before his time, or about Czarist Russia, which was outside his experience.

• Novice: Amateur or high school • • Practiced: Enthusiast or college student • • • Competent: Grad student or author • • • • Expert: Professor

• • • • • Master: Research fellow Possessed by: Enthusiasts, Scholars, Mentors

Specialties: Political, Intellectual, Social, Economic, Technological, Classical, Medieval, Renaissance, Modern, Europe, Americas, Asia, Africa, Australia

Literature

You are familiar with the literature of one or more nations or historical periods, and know something of the general style and structure of literature — the things that set literature apart from mere fiction or entertainment. You can usually find a witty or appropriate quote, or identify a quotation if you see one.

• Novice: High school • • Practiced: College student • • • Competent: Grad student or critic • • • • Expert: Professional or recognized author • • • • • Master: Celebrated author

Possessed by: Scholars, Authors, Critics

Specialties: The Novel, Poetry, Drama, English, Ameri- can, European, Classical, Medieval, Asian, Short Story, Genre

Lore

You're familiar with the subcultures of the World of Darkness — the scoop on vampires, werewolves, mages, wraiths and your own kind. Each type of Lore must be purchased as a separate Knowledge; accurate dirt on the Camarilla won't tell you anything about the halls of Arcadia. Much of your information will be secondhand, and thus suspect. It bears noting that the different "players" in the world- behind-the-scenes often have wildly inaccurate perceptions of each other. A changeling meeting a vampire won't immedi- ately ask, "What clan are you, and where's your prince?"

This kind of knowledge will not be easy to come by — werewolves don't pass their secrets on to caern-robbers — and some knowledge can be actively harmful, especially Wyrm Lore. There really are some things Man was not meant to know! • Novice: You've heard a few dubious tales. • • Practiced: You know a few accurate facts. • • • Competent: You'refamiliarenoughtohold

an intelligent conversation.

• • • • Expert: You know a few things they'd rather you didn't.

• • • • • Master: You know your subjects better than they know themselves. This can become a real problem!

Possessed by: Sages, Taletellers, Research Assistants, Spies, Eshu, Sluagh

Varieties: (Each one bought separately) Seelie, Unseelie, Forbidden Secrets, Garou, Ghosts, Kindred, Sabbat, Tech- nocracy, Mage, Wyrm, Spirit

Poisons

You have a working knowledge of poisons, their effects and antidotes. You can analyze a poison to tell its origin, and can prepare a poison or antidote given time and equipment. You must have at least one dot in Science to acquire this Knowledge.

• Novice: Dabbler

• • Practiced: Detective, mystery reader • • • Competent: Pharmacist, mystery writer • • • • Expert: Forensic scientist, emergency-

room doctor • • • • • Master: Assassin

Possessed by: Mystery Buffs, Detectives, Pharmacists, Medics, Assassins, Unseelie, Nobles

Specialties: Venoms, Chemical Poisons, Plant-Based Poisons, Analysis, Antidotes, Instant Poisons, Slow-Build Poisons, Undetectable Poisons, Magical Poisons

Psychology

You have a formal education in the science of human nature. You know the modern theories of emotion, cognitive development, personality, perception and learning. Though this is largely a scholarly understanding of the human psyche, it can be used practically to understand those around you.

• Novice: High school • • Practiced: College student • • • Competent: Grad student • • • • Expert: Professor • • • • • Master: Theorist

Possessed by: Teachers, Researchers, Scientists, Coun- selors, Psychologists

Specialties: Behaviorism, Freudian, Jungian, Humanist, Developmental, Experimental, Animals

In document Changeling Players Guide (Page 49-51)