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Knowledge

From FuturePath

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 determining which 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 too specific but rather very general, then a simple 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 the object they are observing. This is mostly used to Identify, Appraising, Understand or Recall something. Although there are multiple checks that, in some way, involve one or more of those things. It is useful for the Player to become aware of some minor detail that they should have already known, or if given enough time, could learn on their own.

Knowledge is not meant to be used in place of Perception. A Character cannot be prompted to remember something regarding something that they 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 player by performing 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 to learn from behavior, analyze a clue, collect and learn from evidence, and perform 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 final 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 final 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, they randomly guess whether the value is higher or lower, and the extent of their error depends 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 performing 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 civilization's 'Art', 'Civics', and 'Society', and from the upper class to the 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 culture's laws, 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 their focus. They can possibly have multiple Culture knowledge skills, each with its 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 with multiple ranks in this Knowledge should find 'News' to be interesting. They should have an opinion on events and a basic understanding of how they may affect 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, 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 possess a general understanding of all galactic history and how it has shaped the galaxy today.

Science

This includes astronomy, chemistry, mathematics, physics, and engineering. Characters can use this to identify modern technology and to understand and predict complex situations that arise when 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 delve into the more obscure studies of mysticism and the occult to examine how they affect society. People with multiple ranks in this knowledge skill hold strong opinions on the behaviors of different sentient species and how they interact. They may be overly curious about what makes different species think differently and how they differ or overlap.

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.