Knowledge Skills: Difference between revisions
No edit summary |
|||
Line 51: | Line 51: | ||
* Identify a creature as an Undead or Abomination | * Identify a creature as an Undead or Abomination | ||
* Understand how the River and the cycle work | * Understand how the River and the cycle work | ||
* Identify Immunities | * Identify Immunities of a creature | ||
</blockquote><blockquote> | </blockquote><blockquote> | ||
''2 Point'' | ''2 Point'' |
Latest revision as of 02:39, 18 October 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
- <Species>
- 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 of 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 the plane 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/Dragon)
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.
Planar Cartography (while this is a common knowledge, it is considered an Advanced skill and cannot be bought with Crowns for Instruction)
1 Point
- Can locate paths between Prime planes that do not cross Nexus
- Can predict portal locations in Nexus for specific Primes
2 Point
- Can locate paths out of Prime planes to Elemental planes
- Can use Elemental planes as shortcuts between Prime planes (exact time reduction determined by marshal)
3 Point
- Can create short-duration portals between Prime planes (takes ten minutes, portal closes after ten minutes active). This does not function in Nexus and would invoke the wrath of Public Works even if it did.
- Can locate paths out of Primes into exotic planes. Use with caution.
4 Point
- Can create a beacon on a Prime - tagged Primes can be located with high confidence for up to a year.
- Can find paths out of Primes into hostile worlds (the Void and the Abyss, for example, but explicitly not Acheron).
5 Point
- Can direct planar travelers to most worlds in an hour or less
- Can create short-duration portals between most worlds
(Created portals get between worlds reliably; this does nothing to guarantee the exit points on those planes.)
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 species 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.
Species(Human, High Elf, Deep Elf, Dwarf, Felis,
Rok’Shen, Half Troll, Ent, Gnome)
1 Point
- Identify the probable species that created a non-generic item.
- Identify the writings of a specific species (does not allow you to read it).
- Identify the basic history/customs of a specific species.
2 Point
- Gain +1 Bonus on tracking a target through a city of its species.
- Identify the moderate history/customs of a specific species.
- Trace the lineage of a specific target.
3 Point
- Identify the complex history/customs of a specific species.
- Interpret 1 page of writing from a specific species (without having read/write).
4 Point
- Identify the obscured/lost history/customs of a specific species.
- Interpret the general meaning of ancient writings of a specific species.
5 Point
- Add the “Bane” effect to 2 attacks against a specific species.
Known Rare Knowledges
Keep in mind that you must have a Common Knowledge skill at Rank 5 before purchasing a Rare Knowledge skill. Every subsequent rare Knowledge must have it's own 'qualifying' Rank 5 Common knowledge.
Abyss
1 Point
- Identify a creature as an Abomination or Psionically Awakened
- Identify Immunities of Abomination or Psionically Awakened creature
2 Point
- Identify type of Abomination or Psionically Awakened creature
- Mimic or suppress oneself identifying as Psionically Awakened for 5 minutes or one Encounter
3 Point
- Generate a Mind Blast effect “Psionic 10 Body”
- Avoid a dangerous hazard in the Abyss or Control an Abyssal Skiff.
4 Point
- By spending 10 minutes concentrating, your character can pull in loose psychic energy in order to grant 6 Psionic Points to themselves or another character.
5 Point
- Psychoplasm- You draw in ambient psychic residue forming a barrier around your body. For an hour or module you gain Reduced (Half): Body, Immunity to Stun, Barrier (Psychic) this can be readjusted with a 30 count
Acheron (Undead)
1 Point
- Identify a creature as Undead
- Identify Immunities of an Undead creature
2 Point
- Identify an Undead creature's type
- Identify Vulnerability of an Undead creature
3 Point
- Embrace Death: You appear as an Undead creature to all forms of detection.
4 Point
- The character gains Reduced: Half from Shadow damage for 5 minutes or one Encounter.
5 Point
- This ability delays all Shadow type effects for up to 5 minutes or one Encounter, however at the end of the time all effects that were delayed will be applied at the end of the Encounter with a fresh duration. This cannot be used to ignore damage, only effects.
Essence (All Fey)
1 Point
- Identify Fey alignment (Seelie/Unseelie/Unaligned)
- Villo’ran’s Blessing- By sharing words of blessing over a celebration or feast, and invoking Villo’Ran’s name; all those present become swayed to the moment. While this does not Pacify anyone, it does bring joy, merriment and peace to those present. This will suppress their desire for violent actions and malevolent motivations, for the most part, against those taking part.
2 Point
- Locate Fey Ring- this takes 15 minutes of concentration in a natural setting. At the end of which time you will since a rough direction and distance to a Fey Ring.
- By spending a 30 count studying a target you can identify if a target is under the effects of Charm/Compulsion effect, Curse, or Fey Pact.
3 Point
- Open Fey Gate- By spending 15 minutes concentrating on a Mushroom Ring (Fey Ring), a Gate between Essence and the Prime can be opened for 10 minutes, after which it will close on its own.
- Shift- During a hold, that you did not initiate, your character can move 20 steps in a direction. This movement must be taken in a straight line and all 20 steps must be taken. If that movement leaves them against a solid barrier they can choose which side to be on. This will not pass though magical barriers.
4 Point
- Iron Curse- With deep understanding of the Fey and how they are affected by the world you can expose their weakness in others. This allows you to cause a single target to become Vulnerable: Iron for an encounter. This is delivered as “Voice Iron Curse”
5 Point
- Break Glamour- This allows the character to generate an “Arcane Break Enchantment” effect.
Titans
1 Point
- Identify a target as a Titan
- Identify a targets Titan Clan
- Identify a targets Titan Legacy
2 Point
- Awaken Titan Glyphs
- Can see Titan marks
- Can rip from Pin effects without sustaining damage.
3 Point
- Emulate Titan Clan for 5 minutes or one Encounter
- Can rip from Bind effects without sustaining damage.
4 Point
- Unlock Ether- Consume any Essence Named Component to gain 6 Energy or 12 mana.
- Can rip from Web effects without sustaining damage.
5 Point
- Activate Titanic Might for 5 minutes or one Encounter. This grants the character +10 Temporary Strength. This also allows the character to Break Free others from Binding/Contain effects without sustaining any damage.
- The character may break themselves out of a Prison effect without sustaining damage.
Old Gods
1 Point
- Identify images, and symbols that might be tied to a specific Old Gods
- Identify a creature as a Primordial
2 Point
- Identify a Primordial power base
- Offering- Making an offering and praying at a shrine to a god grants the character 1 additional Base Body point. This body will last for an hour or module and can be healed.
3 Point
- Faith Healing: Restore a target to half their maximum Body Points. This requires 10 seconds of prayer before the effect takes place
4 Point
- Resolve: Resist an effect that would deny any portion of a Death Count or cause immediate resurrection.
5 Point
- Death Delayed: For up to 5 minutes or one Encounter, any effect that would reduce a character to the Dying/Dead state is halted until the end of the Encounter. This includes Bleeding Out, Kill, and Killing Blow. When the Encounter concludes, their Bleeding Out/Death Count begins.