|
Post by EBST on Oct 13, 2016 19:54:41 GMT
Lores are a near integral part of all supernatural games. Too many writers, too many games and not nearly enough of a cohesive vision on the things that are mutually binding across all venues. How can you hunt, ward, summon, bind etc something that you know nothing about? It defies reason and logic.
To erect a ward for say kindred you need to have at minimum Kindred Lore: 2 to do this. This allows you a base Lore about the subject and/or creature you are dealing with and how to hurt and/or deny them. Yes, it means that you now have to actually research and spend XP on such things but oh my the story potentials therein.
To reflect this, the standard ward system is in place that is native per game but if the character that placed the ward lacks the pre-requisite Lore then the creature that is warding against receives a reduction in their difficulty to resist and/or ignore the ward entirely. Having two points in a give Lore allows for a normal check just as having a higher rank in a lore will now increase the difficulty for the creature. IE Lore 5 increases the check by +3.
Talk to your ST for specifics.
|
|
|
Post by The Darkness on Oct 14, 2016 10:38:30 GMT
As a side note, this does NOT apply to things that inherently repel supernatural creatures by its very nature. Holy Water, True Faith, Jade, pre-created talismans wielded by those who are unaware, still have their normal affects on the beings 'allergic" to them as you will. This is because either the magics used to create the object were done by someone with the correct knowledge or because the nature of the substance in inimical to the creature.
|
|