Knowledge Skills: Difference between revisions
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=== Nobility === | === Nobility === | ||
As a common knowledge, Nobility covers the usual structures and interactions of peerages. More than any other bit of history, Nobility always seems to end up about the same, until it's overthrown and starts over. General knowledge of Nobility covers how various ranks of people typically expected to be treated and how to deal with on whatever terms get you what you want. More specific nobility, native to a given city or country, may require more specific Knowledge skills (or it may not, if the ruling class of a place is a strict stereotype and this is more common than you might think.)<blockquote>1 Point | As a common knowledge, Nobility covers the usual structures and interactions of peerages. More than any other bit of history, Nobility always seems to end up about the same, until it's overthrown and starts over. General knowledge of Nobility covers how various ranks of people typically expected to be treated and how to deal with them on whatever terms get you what you want. More specific nobility, native to a given city or country, may require more specific Knowledge skills (or it may not, if the ruling class of a place is a strict stereotype and this is more common than you might think.)<blockquote>1 Point | ||
* Know recent public actions of a target’s family line. | * Know recent public actions of a target’s family line. |
Revision as of 20:09, 17 June 2024
The Basics
This will allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Plot will make a reasonable effort at satisfying curiosity. It is very easy to overdo this, interrogating your Plot person about every aspect of everything in your circle of sensory security. Please don't. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have.
The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. There are scholars across the worlds studying virtually every facet of everything. There are potential Knowledge skills for almost anything you can think of. The most common Knowledge skills are so well-studied that they've developed practical applications for their students. Some rarer Knowledge skills impart more significant abilities. Most Knowledges (by volume, anyway) are simply information repositories. You're free, circumstances permitting, to buy up Knowledge (Ancient Underwater Basket Weaving) if you feel moved to do so, but the sum total exploration of the topic is not deep enough to provide abilities.
The common fields with abilities documented across the worlds are:
- Astronomy
- Cycle
- Geography
- History
- Magic
- Nature
- Nautical
- Nobility
- Planes
- <Race>
- Warfare
Catalogued Knowledge abilities
Astronomy
1 Point
- Identify celestial patterns in pictures
- (Constellations)
- Identify Specific constellation
2 Point
- Identify a Ley Line
- At night find north using the stars
- Identify significance of celestial patterns
3 Point
- At night tell exact time based on the stars
- Know power and source of a Ley Line
4 Point
- Tap into a Ley line, drawing up to 2 Energy or 5 Mana (takes 15 minutes)
5 Point
- Unlock a Ley Line to be used for ritual Fuel
Cycle- (Undead/Abomination)
Spirit Mages across the worlds refer to the cycle when they're talking about how life energy moves through the worlds. Birth, life, death, decay, fertilize, grow, repeat. The cycle itself is fairly well understood and manages itself, but there's a lot of insight available here into magic and creatures that operate in defiance of it.
1 Point
- Identify a creature as an Undead or Abomination
- Understand how the River and the cycle work
- Identify Immunities or a creature
2 Point
- Identify an Undead or Abomination type
- Known origin of an undead target (Planar/Created/Natural)
- Identify Vulnerability of a creature
3 Point
- Cause Wraiths to see you not as a threat for 5 minutes
- Identify Deathless creature (Natural to theplane of Acheron)
4 Point
- Identify a possessed target
5 Point
- Survive on the Acheron/The Void/The River for up to 1 hour
Geography
Geography covers the common ways in which terrain tends to form, and creatures/situations that tend to occur in that terrain. It's useful in a general sense almost anywhere that terrain hasn't been flattened out and paved over by cities. It can't cover the specific details of a given area; those require more specialized knowledge skills or just learned familiarity with the area in question.
1 Point
- Locate north
- Identify natural land formations
- Gain +1 Bonus on track Contested Rolls in natural settings.
2 Point
- Identify/determine denizens natural to the area
- Locate a safer route in natural terrain
- Avoid a minor hazard (Steep slopes, Overgrowth)
3 Point
- Identify potential natural hazards for the terrain you are currently in
- Avoid a challenging hazard (Pits, Quicksand, Rockslides)
4 Point
- Avoid dangerous hazards (Lightningsand, Ambush Points, Rifts)
5 Point
- Survive in a natural hazardous terrain for 1 hour.
History
History, like Geography, covers a very broad look at common themes and quirks that for whatever reason seem to repeat over and over again, regardless of world. For more intense detail about the history of a specific person, place, or thing, blanket History isn't usually useful.
1 Point
- Gather basic known rumors/history about a location that you are at (75 years)
- Average population over the last 100 years of a location
- Identify Tribal/Clan markings
2 Point
- Know the denizens that would claim a location as homelands or rightful territory.
- Known historical facts on a person of some fame (King, Order Leader)
- Gather basic known rumors/history about a location you are not at (150 years)
3 Point
- Know rough population of a city as well as who runs it
- Uncover little known historical facts on a location (300 years)
4 Point
- Uncover little known historical facts (1000 years)
5 Point
- Uncover lost or hidden details of History (3000 years)
Magic- (Golem/Draken)
1 Point
- Identify a creature as a Golem or Draken
- Identify strength of auras with Detect Magic when used on an Area
- Identify Immunities of a creature
2 Point
- Identify a Golem or Draken type
- Identify locations of auras with Detect Magicwhen used on an Area
- Identify Vulnerability of a creature
3 Point
- Identify Ritual Magic that is in effect
- Know the nature of a magical effect
4 Point
- Generate a Natural Define Magic effect
5 Point
- Can cast rituals from scrolls that they do not have the correct Knowledge (Area) for, though the ritual will be Fluxed
Nature
1 Point
- Identify an Animals/Plants as naturally occurring
- Identify natural hunting traps (Snares, pits, ect)
- Gain 1 Success on track Contested Rolls in natural settings.
2 Point
- Avoid natural traps (snares, pits, ect)
- Identify a creature (Animal/Plant/Natural Shapechanger)
- Animal Affinity (self only)
3 Point
- Communicate with Natural Animal
- Animal Affinity (Self & 5 Allies).
4 Point
- Cause a Natural Shapechanger to consider you a non-threat for 5 minutes.
- Generate a Natural Heal 5 effect
5 Point
- Generate a Natural Purify effect.
Nautical
1 Point
- Identify currents
- Identify naturally aquatic creatures
- Communicate with other ships with nautical signs
2 Point
- Navigate a small vessel under normal conditions
- Locate a current or tailwind that could decrease travel time
- Avoid minor water hazards
3 Point
- Navigate a small vessel under adverse conditions
- Identify water based hazards, such as underwater sandbars
4 Point
- Locate a current or tailwind that could greatly decrease travel time
- Navigate a large vessel under normal conditions
5 Point
- Navigate a large vessel under adverse conditions
Nobility
As a common knowledge, Nobility covers the usual structures and interactions of peerages. More than any other bit of history, Nobility always seems to end up about the same, until it's overthrown and starts over. General knowledge of Nobility covers how various ranks of people typically expected to be treated and how to deal with them on whatever terms get you what you want. More specific nobility, native to a given city or country, may require more specific Knowledge skills (or it may not, if the ruling class of a place is a strict stereotype and this is more common than you might think.)
1 Point
- Know recent public actions of a target’s family line.
- Recognize the house of which a target is member of based of symbol or name.
- Deal with Tier 1 nobles to strike an equable diplomatic arrangement.
2 Point
Know specifics of a target’s family line and history.
Know specifics of a target's house and the workings of such, based on symbol or name.
3 Point
Will be able to intimidate a target by using accurate/false nobility.
Deal with Tier 2 nobles to strike an equable diplomatic arrangement.
4 Point
- Gain a small favor from a noble house.
- Will be able to arrange for a lesser punishment to a crime, save for Treason/Murder.
5 Point
- Deal with Tier 3 nobles to strike an equable diplomatic arrangement.
Planes- (Elemental/Outsider)
1 Point
- Identify a creature as an Elemental or Outsider.
- Identify a Planer Node.
- Identify Immunities of a creature.
2 Point
- Identify an Elemental/Outsider type.
- Identify a creature’s plane of origin.
- Identify Vulnerability of a creature.
3 Point
- Identify the magnitude and type of a rift.
- Know the nature of an elemental power.
4 Point
- Generate a Planar Asylum effect on yourself for an hour.
5 Point
- Tap into a rift, will allow the character to communicate with creatures tied to the rift as well as discern more information per the Marshal.
Warfare
1 Point
- Identify known military colors of standing armies, including war-bands
- Can find weak spot on humanoid foes.
- Can assess the relative threat level of a humanoid foe.
2 Point
- Can find weak spot on races other than humanoid.
- Can assess the relative threat level of a non-humanoid foe.
- Can stall the effects of a Shatter for 5 minutes.
3 Point
- Can assess the probable location of troops and their movement
- Can find the weak spot on an encampment/fortress.
4 Point
- Can piece together Destroyed armor to make it last a little longer (up to 5 minutes or one Encounter).
- Can leave false clues to mislead foes. (Negates any lesser use of Warfare against you, or adds 5 Negatives to a tracking roll against you).
5 Point
- Give battle commands- Up to 5 allies gain +1 Permanent Damage for 5 minutes or one Encounter.
Races(Human, High Elf, Deep Elf, Dwarf, Felis,
Rok’Shen, Half Troll, Ent, Gnome)
1 Point
- Identify the probable race that created a non-generic item.
- Identify the writings of a specific race (does not allow you to read it).
- Identify the basic history/customs of a specific race.
2 Point
- Gain +1 Bonus on tracking a target through a city of its race.
- Identify the moderate history/customs of a specific race.
- Trace the lineage of a specific target.
3 Point
- Identify the complex history/customs of a specific race.
- Interpret 1 page of writing from a specific race (without having read/write).
4 Point
- Identify the obscured/lost history/customs of a specific race.
- Interpret the general meaning of ancient writings of a specific race.
5 Point
- Add the “Bane” effect to 2 attacks against a specific race.