Difference between revisions of "Knowledge"
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*High | *High | ||
*Very High | *Very High | ||
+ | ==Anatomy== | ||
+ | |||
+ | You gain the basic understanding of body shapes and sizes, noting their weaknesses, strengths, and differences. | ||
+ | |||
+ | ==Metalworking== | ||
+ | |||
+ | You gain the basic understanding of how to work with metal, involving its repair, modification, or sabotage. | ||
+ | |||
+ | ==Psychology== | ||
+ | |||
+ | You gain the basic understanding of how a normal person thinks and acts, gaining bonuses in accurately predicting or manipulating them. Note that this only works for 'normal' people, people with extreme personalities are generally hard to predict from this, and unfortunately are often not recognizable until they differ from this. | ||
+ | |||
+ | ==Machinery== | ||
+ | |||
+ | '''Restriction:''' Scientific Method - Low | ||
+ | |||
+ | You gain the basic understandings of how machinery is put together, gaining bonuses to any rolls involving repair, assembly, or destruction of machinery. May later be broken into 'small' machinery and 'large' machinery, may not! | ||
+ | |||
+ | ==Computers and Networking== | ||
+ | '''Restriction:''' Scientific Method - High | ||
+ | |||
+ | You gain the basic understandings of how computers and networking are used, gaining bonuses to any rolls involving augmenting, hacking, or just using computers for various means. | ||
+ | |||
+ | ==Nanotechnology== | ||
+ | |||
+ | '''Restriction:''' Scientific Method - High, Machinery - Very High, Computers and Networking - Very High | ||
+ | |||
+ | You gain the basic understanding of tiny machines capable of performing great tasks, gaining bonuses in the production, destruction, or sabotage of nanomachines. This can be a very broken field, and may even require some Magic Theory restrictions as time goes on. | ||
+ | ==Note: Cut The Blue Wire== | ||
+ | Sometimes the person with the knowledge isn't the person doing the task involving the skill. Perhaps they are physically incapable, far away, or just feel more comfortable with someone more dexterous performing the task. The character doing the action gains the bonus and ability to perform the task at the person with the knowledge's instruction, but due to the imperfections of communication, there is a base -2 penalty. If the information requires High knowledge, the roll suffers an extra -1, and Very High, -2. Rolls above a certain level might not be allowed by DMs, and DMs may enforce additional stress penalties: If the knowledge is being passed through a static-y radio, if there is a time-limit on completion, so forth. More specific details on stuff like that may be covered at another time. |
Latest revision as of 22:08, 20 November 2010
Field of Knowledge (rename Academia to not confuse with the trait?) are Conditional Modifiers, giving a character bonus to Knowledge rolls when it's related to the subject. Not exactly a novel idea, but sometimes the classics are that way for a reason. This currently isn't an exhaustive list, and probably never will be: Characters will be able to create/specify their own, but DMs are always able to veto them or set their costs.
Contents
Magic Theory[edit]
A very general magic one, underlying the basics of most magics and how it works. This is often a requirement for certain schools or applications of magic.
- Very Low
- Low
- Mid
- High
- Very High
Scientific Method[edit]
The most general of the science ones, allowing basic understanding of machinery and science. This is often a requirement for most complex scientific or mechanical knowledges, as well as operating and performing certain tasks.
- Very Low
- Low
- Mid
- High
- Very High
Anatomy[edit]
You gain the basic understanding of body shapes and sizes, noting their weaknesses, strengths, and differences.
Metalworking[edit]
You gain the basic understanding of how to work with metal, involving its repair, modification, or sabotage.
Psychology[edit]
You gain the basic understanding of how a normal person thinks and acts, gaining bonuses in accurately predicting or manipulating them. Note that this only works for 'normal' people, people with extreme personalities are generally hard to predict from this, and unfortunately are often not recognizable until they differ from this.
Machinery[edit]
Restriction: Scientific Method - Low
You gain the basic understandings of how machinery is put together, gaining bonuses to any rolls involving repair, assembly, or destruction of machinery. May later be broken into 'small' machinery and 'large' machinery, may not!
Computers and Networking[edit]
Restriction: Scientific Method - High
You gain the basic understandings of how computers and networking are used, gaining bonuses to any rolls involving augmenting, hacking, or just using computers for various means.
Nanotechnology[edit]
Restriction: Scientific Method - High, Machinery - Very High, Computers and Networking - Very High
You gain the basic understanding of tiny machines capable of performing great tasks, gaining bonuses in the production, destruction, or sabotage of nanomachines. This can be a very broken field, and may even require some Magic Theory restrictions as time goes on.
Note: Cut The Blue Wire[edit]
Sometimes the person with the knowledge isn't the person doing the task involving the skill. Perhaps they are physically incapable, far away, or just feel more comfortable with someone more dexterous performing the task. The character doing the action gains the bonus and ability to perform the task at the person with the knowledge's instruction, but due to the imperfections of communication, there is a base -2 penalty. If the information requires High knowledge, the roll suffers an extra -1, and Very High, -2. Rolls above a certain level might not be allowed by DMs, and DMs may enforce additional stress penalties: If the knowledge is being passed through a static-y radio, if there is a time-limit on completion, so forth. More specific details on stuff like that may be covered at another time.