RAW states that for every common lore and scholastic lore there is a forbidden lore specialisation. Now some of these are straightforward enough like forbidden lore occult (SL) or forbidden lore Imperium (CL) but others i can't think of any use for like forbidden lore Bureaucracy (SL) what would this cover. heretical filing cabinets, sanity shattering index card, a blasphemous version of the dewey decimal system? i don't know, has anyone ever taken or had a player take one of these forbidden lore if so did you ever use it and what did it look like.
Forbidden lore
No it a real skill
The Mastering the misdirection, The confusion of people, etc, how you can both obfuscation and manipulation both your friends and enemies into doing what you want.
May I humble propose a true master of it
https://en.wikipedia.org/wiki/Humphrey_Appleby
Edited by Angel of DeathThe way I see it there are two options. The first, as Angel of Death suggests, is illegal ways to game the system in your favor. Things that TECHNICALLY you're allowed to do but if the Inquisition found out you'd be in deep trouble (tithing yourself a planet through a series of loopholes, for example).
Additionally, the way I've heard it used the most is through overlapping with other fields. Though they are all distinct, it is usually the case that some pieces of information might fall into two fields at once (for instance, a notorious group of mutant heretics might fall under both Forbidden Lore Mutants and Forbidden Lore Heresy). Therefore, a skill like Forbidden Lore Bureaucracy would be called on at the same time as Forbidden Lore Daemonology in the case that the players were trying to determine if they had head of a member of the Adeptus Administratum who had discovered a daemon summoning tome in some filing cabinent. Different modifiers could be levied as well, seeing as the adept finding a daemon is more relevant than being in the bureaucracy.
Hope that helps.
This is a big problem with Forbidden Lore, and instead of this mess (which is new to DH2E) you're best off just declaring which Forbidden Lores are actually going to be relevant in your game. Similarly, having multiple specializations for Forbidden Lore (Xenos) might make thematic sense but in practice ends up being bureaucracy for its own sake. This sort of thing is why I like the multi-skill options (such as Infused Knowledge) for stuff like this - if you want to pay a fair bit to have a broad range of competence, then the game shouldn't get in your way to do that.
Forbidden Lore: Bureaucracy to me is things like revealing those people who've abused and/or manipulated the system, how to cheat on your taxes, etc. It involves the kinds of activities/history the Imperium doesn't generally want you to know/use.
My personal rule on Xenos is each Species/Group has their own Lore (So it is just Eldar, which covers Dark, Craftworld, Exodite, Harlequin and Affiliates for things like Sslyth), and there is also a General version; the General Xenos Lore basically makes you roll untrained but without counting it as a specialist, so having it at 4 Ranks means you have an overall gist of the threats to Mankind, netting an overall +10 to all Xenos lores for basics; that said, it doesn't apply to very explicit things (to use Eldar as the example, you wouldn't be understanding how wraithbone is made or works like someone with 4 Ranks in Lore on Eldar specifically, but you know it belongs to Eldar. You'd understand the whole 'different Craftworlds' thing, but not be able to identify them off-hand).
I guess as a general thought there are 57 forbidden lore specialisations before you even get to specific Xenos lores that is a lot to cover. I suppose the best way to handle a player who wanted to take some of the more esoteric lore would be to just work with the gm to make them relevant and what they would cover but that would leave a lot of interpretation to the gm.
Edited by MrHatsForCatsI'd agree on that front. Forbidden Lore (Bureacracy) would specifically be how to make a Bureacracy do illegal things (or detect and track someone doing the same), or else to understand a Bureacracy supporting a secret or illegal organisation.
The Inquisition probably has an HR and Payroll department somewhere - can you imagine the sort of paperwork nightmare that must be?
The Inquisition probably has an HR and Payroll department somewhere - can you imagine the sort of paperwork nightmare that must be?
I played a game where FL(Bureaucracy) would have come up had my GM known it existed. My character came from an Administratum background and managed to use his knowledge of paperwork to essentially steal a very official stamp we used to legitimize other forms we had drafted up to grant us access to other locations. It was pretty fun.
From a GMing perspective, my advice is to basically ignore any lores your players haven't purchased. If they're spending XP on it it means they want to use it, so until that happens don't stress it. You can drop hints about lores they don't have if they're relevant to the story as kind of a wink-nudge suggestion somebody buy it if you really want to bring it up in the game.
My character came from an Administratum background and managed to use his knowledge of paperwork to essentially steal a very official stamp we used to legitimize other forms we had drafted up to grant us access to other locations. It was pretty fun.
Ever played Paranoia? Players trying to do paperwork whilst under automatic weapons fire can be great fun. For the GM.