Arcanology is a Proficiency costing Ability buying addition to the main Proficiency page. Arcanology, generally speaking, is the research and application of deep knowledge of Arcane matters, as well as other other-worldly things. Arcanology has a Proficiency cost per so called "Pack" in a similar way to how Ritualism and Sorcery has a base cost per Ability. Each Pack represents one of the below Knowledge Packs, which can be bought for 3 Proficiency Points each. There is no upper limit to the amount of Arcanology Packs that someone can buy, as long as they have the Proficiency points to afford it. There are also no limitations to applying Arcanology Packs to any form of Aberrant or Affliction. When writing these Knowledge Packs on your Character Application, you should mention them under your Character's Abilities, and declare the total points cost on the sheet under Proficiency Points spending.
This page is currently planned for update. The traits below will remain in almost identical forms to their current functions, so they will remain. New Arcanology packs will be added in the future.
Grants the Character the Ability to destroy 1 Ability Ward of any type (Mage, Archblood, Vampire, etc., except if it specifically has a no-counter rule) by using a mundane mixture of Magestone dust, Holy Water, and some other secret ingredients written from ancient books. When having this Ability, the Character is permitted to always carry one pouch with this mixture around which is enough to destroy one ward. The pouch refills 24 hours after use.
Grants the Character the recipe for a special type of incense that they immerse themselves in once a month that makes them immune to infection by Vampirism or Cahalism. For gameplay reasons, it is not possible to share this effect with anyone who does not also have Affliction Knowledge.
The Character has an in-depth understanding of Vampire and Cahal curing, able to acquire the materials for the curing and apply it in person. There is a limitation to this pack however. In order to choose this specific Knowledge pack, the Character must have 10 Medical Training Proficiency, otherwise they are not allowed to choose it.
The Character has in-depth knowledge in drawing out the essences corrupting a person, able to perform a 10 OOC Minute long ritual to remove Mutations from a willing or fully restrained target. This can also be used on themselves, still taking 10 OOC minutes.
The Character is able to know the warning signs of Aberrancy that others might miss, allowing them to determine if a willing or fully restrained target is mundane or not through a 10 OOC Minute long inspection. Even if the target is willing, it cannot be done casually, and still requires them to be tied/held down in some manner. It is not possible to determine what type of Aberrant the target is, only if they are one or not. This counts as a detection mechanic in regards to immunities or abilities that mention it.
|Volacorum Knowledge||The Character has in-depth knowledge in imbuing a person with extraplanar essence, able to perform a 10 OOC Minute long ritual to apply Mutations to a willing or fully restrained target. This can also be used on themselves, still taking 10 OOC minutes.|