Hmm. In fact, now that I think about Lore - and how inadequate most of its Charm tree actually is for Lore-y characters, let's write some more actually-Lore Charms. Possibly for
@Aleph and
@Shyft's Inksgame.
Information Unveiling Hunch
Cost: 1m;
Mins: Lore 1, Essence 1;
Type: Simple (Misc action, Speed 5/-2 DV)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The first step in learning is finding things to learn from. So say the scholars of the Twilight Caste.
Upon activating this Charm, the Solar names a topic or subject she wishes to learn more about, and spends one mote. The character gets a hunch on a way to acquire the learning they require. This allows the character to bypass dramatic actions to find the location of where to acquire their information.
The Storyteller should inform the player via in-character rumour and their own knowledge. For example, asking about Sondok may produce "There's said to be a renegade Immaculate monk living up in the mountains who clashed with cults who worshipped that demon", while wanting to learn more about local folklore may tell the character "Along the way, you heard a woman shouting at her husband to go fetch her father from that bar where the old drunks hang out". That which the Solar is directed towards may not have the information they require, but they will be able in some way to bring the character closer to their goal; for example, the renegade Immaculate monk may only have partial information, but they may know of a Sondok cult that the character may steal a book of their faith from. Sufficiently abstract or esoteric information usually returns answers like "Well, they may have some records in Hell" or even "Jupiter might know".
Precedent-Perusing Precognition
Cost: 5+m, 1wp;
Mins: Lore 3, Essence 2;
Type: Simple (Misc action, Speed 5/-2 DV)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Information Unveiling Hunch
The small-minded are doomed to repeat history. The Lawgivers can read them as easily as a book.
The Solar briefly studies the actions of a character or organisation, while the character possesses up-to-date information on them. The character rolls her Wits + Lore. The difficulty for this is half the character or organisation's leader's [Manipulation + an applicable ability of the target's choice]; War might cover a general's plans, while Larceny would conceal the deception of a disguised spy. Success means the Storyteller (or the other player) must provide a one-sentence summary of the short-to-medium term plans of the target. This Charm costs five motes and one willpower to use for the first time, but increases in cost by two motes each time it is used within the same scene.
The Storyteller should convey this information to the player as an in-character tidbit based on source the character has been exposed to; for example, "His strategy appears identical to that used by Cathak Cainan at the Battle of Merus. He has reinforcements coming, likely arriving around noon, which have successfully flanked you," or "Your spies say she has been buying dresses in your favourite colour and scent similar to that of your former mistress. While she acts innocently, she plans to seduce you so you agree to the alliance".
This Charm does not tell the future and the target's plans may change based on events after this Charm is used. Plans entirely outside the scope of the Solar's knowledge and experiences, like a surprise attack by a hidden First Age superweapon or the unprecedented betrayal at the Calibration Feast are not mentioned by this Charm, which instead mentions more conventional plans of the target. The Solar is left with a nagging feeling that they are missing something, however.