Knowledge: Difference between revisions

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This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.
This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.
The number of Knowledge categories is kept purposely finite. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.
 
The number of Knowledge categories is kept purposely finite. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories. The GM has the ultimate say on the uses of each Knowledge check but if the check isn't to specific but rather very general then a simply Intelligence check may be used instead.


==Check==
==Check==
A character makes a Knowledge check to see if the character knows something.  
A character makes a Knowledge check to see if the character knows something or can understand something about the situation they are experiencing or object they are observing. This is mostly used to '''Identify''', '''Appraising''', '''Understand''' or '''Recall''' something. Although there are multiple different checks that in some way involve one or more of those things. It is useful for the Player to become of aware of some minor detail that they should have already known or if given enough time could learn on there own.
The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.
 
Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on how common or obscure the object is. On a success, the character accurately identifies the object’s purchase DC. If the character fails, he or she thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual value. If the character fails by 5 or more, he or she thinks it has a purchase DC 1d4+2 higher or lower than its actual value. The GM may make the Knowledge roll for the character, so he or she doesn’t  know whether the appraisal is accurate or not.
Knowledge is '''not''' meant to be used in place of [[Perception]]. A Character cannot be prompted to remember something regarding something that don't even see. Or to attempt to Understand something they are not even aware of.
The fourteen Knowledge categories, and the topics each one encompasses, are as follows.
 
Knowledge is '''not''' meant to be used in place of [[Study]]. Depending on what is being studied a Knowledge check can be used to assist. The Player can help or assist another playing preforming a [[Study]] check if they have the correct Knowledge skill to complement whatever is being studied. This however makes the task take twice as long. In fact a Player can actually help/assist themselves if nobody else will and they also have the correct Knowledge skill. The assistance works the same as any other assist except it takes 4 times longer. However Knowledge '''cannot''' be used alone too learn from behavior, analyze a clue, collect and learn from evidence, and preforming research and science.
 
=== Identify ===
 
This can be used to determine the name and purpose of a target object. The DC is usually 10 for common objects, 15 for rarer objects and so on. The GM has the finial say on the DC of each Identify check.


===Arcane Lore===
=== Answering a Question or Recall Information ===
The occult, magic and the supernatural, astrology, numerology, and similar topics.


===Art===
The DC for answering a question or recalling knowledge within the character’s field of study is 10 for easy questions, 15 for basic questions and so on. The GM has the finial say on the DC of each Knowledge check.
Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.


===Behavioral Sciences===
=== Appraising ===
Psychology, sociology, and criminology.


===Business===
Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on how common or obscure the object is. On a success, the character accurately identifies the object’s value. If the character fails, he or she randomly thinks the value is higher or lower and how wrong they are can change based on how badly they missed the DC.  
Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them.


===Civics===
The GM may make the Knowledge roll for the character, so he or she doesn’t know whether the appraisal is accurate or not.
Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.


===Current Events===
=== Understand/Predict Outcome ===
Recent happenings in the news, sports, politics, entertainment, and foreign affairs.


===Earth and Life Sciences===
A player may also use Knowledge to try to predict the outcome of some action that evolves and understanding in one of the Knowledge categories. For example if they think of firing a missile at a bunch of debris in space to clear it they can roll a 'Science' knowledge before preforming the action to see if doing the action should result in the desired effect. Or when talking to some native people of some civilization a 'Culture' Knowledge check can be used to understand that what they are about to suggest is actually horribly insulting.
Biology, botany, genetics, geology, and paleontology. Medicine and forensics.


===History===
The Knowledge categories, and the topics each one encompasses, are as follows.
Events, personalities, and cultures of the past. Archaeology and antiquities.


===Physical Sciences===
== The Knowledges ==
Astronomy, chemistry, mathematics, physics, and engineering.


===Popular Culture===
===Culture===
Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, among others.
Implies a general knowledge and experience about a civilizations '''Art''', '''Civics''' and '''Society''' and from upper class to lower class, urban and rural life. And also popular forms of '''entertainment'''. This can also include '''street smarts''' and how to survive in an urban setting. The person may also know about a Cultures Law, legislation, legal rights and obligations. Political and governmental institutions and processes. Also how the society conducts business and bureaucratic procedures and how to navigate them.


===Streetwise===
:: ''Alternative Rules'': When picking this Skill the GM may require that the player pick a Species as there focus. They can possibly have multiple Culture knowledge skills each with there own focus on a different Species. You can also say that the person known some about the cultures of other species that are influenced by the main species picked to help broaden the scope. '''Normally''' this skill would reflect a general experience and knowledge of all major cultures.
Street and urban culture, local underworld personalities and events.


===Tactics===
===Current Events===
Techniques and strategies for disposing and maneuvering forces in combat.
Recent happenings in the news, sports, politics, entertainment, and foreign affairs. This can extend from the local sector of space to major galactic events. The person will multiple ranks in this Knowledge should find '''News''' to be interesting. They should have an opinion regarding events and should be able to have a basic understanding as to how they may effect them.
 
===History===
Events, personalities, and Cultures of the past. Archaeology, Anthropology, and Antiquities. They should be able to use this to identify ancient or simply old tech or old ruins, buildings and even ideas. People with multiple ranks in this Knowledge should be fascinated with the ancient galaxy and its many mysteries. They can be concerned about a particular time frame or Civilization but they should also posses a general understanding of all galactic history and how it has shaped the galaxy today.


===Technology===
===Science===
Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.
This includes, astronomy, chemistry, mathematics, physics, engineering. Characters can use this to identify modern technology and also to understand and predict complicated situations that evolve dealing with the physical sciences.  


===Theology and Philosophy===
===Philosophy===
Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience.
Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience. This also includes behavioral sciences like psychology, sociology, and criminology. People can also get into the more obscure studies of mysticism and the occult and study how it effects society. People with multiple ranks in this knowledge skill shoulder heavy opinions in different sentient species behaviors and how they interact. They may be overly curious about what makes different species think and how they are different or similar.  


==Try Again==
==Try Again==
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* An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.
* An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.
* A character can take 10 when making a Knowledge check, but can’t take 20.
* A character can take 10 when making a Knowledge check, but can’t take 20.
* A character with the Educated feat gets a +2 bonus on any two types of Knowledge checks.
* There are multiple [[Feats]] in the 'Misc' category that can improve Knowledge skills.  
* The GM may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check.
* '''House Rule'''(Optional) The GM may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check.

Latest revision as of 08:37, 25 August 2017

This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.

The number of Knowledge categories is kept purposely finite. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories. The GM has the ultimate say on the uses of each Knowledge check but if the check isn't to specific but rather very general then a simply Intelligence check may be used instead.

Check

A character makes a Knowledge check to see if the character knows something or can understand something about the situation they are experiencing or object they are observing. This is mostly used to Identify, Appraising, Understand or Recall something. Although there are multiple different checks that in some way involve one or more of those things. It is useful for the Player to become of aware of some minor detail that they should have already known or if given enough time could learn on there own.

Knowledge is not meant to be used in place of Perception. A Character cannot be prompted to remember something regarding something that don't even see. Or to attempt to Understand something they are not even aware of.

Knowledge is not meant to be used in place of Study. Depending on what is being studied a Knowledge check can be used to assist. The Player can help or assist another playing preforming a Study check if they have the correct Knowledge skill to complement whatever is being studied. This however makes the task take twice as long. In fact a Player can actually help/assist themselves if nobody else will and they also have the correct Knowledge skill. The assistance works the same as any other assist except it takes 4 times longer. However Knowledge cannot be used alone too learn from behavior, analyze a clue, collect and learn from evidence, and preforming research and science.

Identify

This can be used to determine the name and purpose of a target object. The DC is usually 10 for common objects, 15 for rarer objects and so on. The GM has the finial say on the DC of each Identify check.

Answering a Question or Recall Information

The DC for answering a question or recalling knowledge within the character’s field of study is 10 for easy questions, 15 for basic questions and so on. The GM has the finial say on the DC of each Knowledge check.

Appraising

Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on how common or obscure the object is. On a success, the character accurately identifies the object’s value. If the character fails, he or she randomly thinks the value is higher or lower and how wrong they are can change based on how badly they missed the DC.

The GM may make the Knowledge roll for the character, so he or she doesn’t know whether the appraisal is accurate or not.

Understand/Predict Outcome

A player may also use Knowledge to try to predict the outcome of some action that evolves and understanding in one of the Knowledge categories. For example if they think of firing a missile at a bunch of debris in space to clear it they can roll a 'Science' knowledge before preforming the action to see if doing the action should result in the desired effect. Or when talking to some native people of some civilization a 'Culture' Knowledge check can be used to understand that what they are about to suggest is actually horribly insulting.

The Knowledge categories, and the topics each one encompasses, are as follows.

The Knowledges

Culture

Implies a general knowledge and experience about a civilizations Art, Civics and Society and from upper class to lower class, urban and rural life. And also popular forms of entertainment. This can also include street smarts and how to survive in an urban setting. The person may also know about a Cultures Law, legislation, legal rights and obligations. Political and governmental institutions and processes. Also how the society conducts business and bureaucratic procedures and how to navigate them.

Alternative Rules: When picking this Skill the GM may require that the player pick a Species as there focus. They can possibly have multiple Culture knowledge skills each with there own focus on a different Species. You can also say that the person known some about the cultures of other species that are influenced by the main species picked to help broaden the scope. Normally this skill would reflect a general experience and knowledge of all major cultures.

Current Events

Recent happenings in the news, sports, politics, entertainment, and foreign affairs. This can extend from the local sector of space to major galactic events. The person will multiple ranks in this Knowledge should find News to be interesting. They should have an opinion regarding events and should be able to have a basic understanding as to how they may effect them.

History

Events, personalities, and Cultures of the past. Archaeology, Anthropology, and Antiquities. They should be able to use this to identify ancient or simply old tech or old ruins, buildings and even ideas. People with multiple ranks in this Knowledge should be fascinated with the ancient galaxy and its many mysteries. They can be concerned about a particular time frame or Civilization but they should also posses a general understanding of all galactic history and how it has shaped the galaxy today.

Science

This includes, astronomy, chemistry, mathematics, physics, engineering. Characters can use this to identify modern technology and also to understand and predict complicated situations that evolve dealing with the physical sciences.

Philosophy

Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience. This also includes behavioral sciences like psychology, sociology, and criminology. People can also get into the more obscure studies of mysticism and the occult and study how it effects society. People with multiple ranks in this knowledge skill shoulder heavy opinions in different sentient species behaviors and how they interact. They may be overly curious about what makes different species think and how they are different or similar.

Try Again

No. The check represents what a character knows, and thinking about a topic a second time doesn’t let the character know something he or she never knew in the first place. A Knowledge check can be a reaction, but otherwise requires a full-round action.

Special

  • An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.
  • A character can take 10 when making a Knowledge check, but can’t take 20.
  • There are multiple Feats in the 'Misc' category that can improve Knowledge skills.
  • House Rule(Optional) The GM may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check.