Knowledge
Knowledges:
Adventuring (Nature or Cognition):
Adventuring represents general survival and exploration skills. It includes foraging, navigating difficult terrain, setting camp, and managing supplies during long journeys. It’s essential for traversing wilderness, dangerous ruins, or unknown lands.
This replaces the survival, nature, and tracking knowledges.
This can only be gained from a class or perk that explicitly gives or gives access to this knowledge.
Alchemy (Science):
Alchemy is the art of creating potions, elixirs, and other chemical concoctions. It blends knowledge of magical and mundane ingredients to produce brews that can heal, enhance, or cause harm.
Alteration:
Alteration magic focuses on manipulating the physical world by altering matter and energy. Practitioners can change properties like weight, durability, or even the shape of objects through magical means.
Ancient Magic:
This skill involves understanding and casting spells learned from the ancients, lesser ancients, tribal gods, and similar sources.
Archery:
Archery covers the use of bows and crossbows to hit distant targets with precision. It emphasizes aim, draw strength, and quickness, making it essential for ranged combat and hunting.
Architecture (Intellect, Cognition, or Science):
Architecture is the knowledge of building design and construction. It includes creating fortresses, bridges, and other structures, as well as understanding weak points in buildings and ruins. Engineers and siege weapons rely heavily on this.
This can be substituted for the crafting skill at disadvantage.
Artificery (Mechanisms or Science):
Artificery involves crafting magical devices or imbuing items with arcane properties. It’s used to create enchanted weapons, tools, and gadgets that serve both functional and combat purposes.
This replaces the traps, lockpicking, and crafting knowledges.
This can only be gained from a class or perk that explicitly gives or gives access to this knowledge.
Awareness:
Awareness represents perception and alertness. It’s the ability to notice hidden threats, sense danger, and detect subtle changes in the environment, making it crucial for survival.
This is used to find hidden traps, doors, creatures, etc. along with hearing noises, searching through piles, seeing in the distance, and similar activities.
Crafting (Science):
Crafting involves the skillful creation of items like weapons, armor, or tools using various materials. A master crafter can fashion exceptional items with increased durability or special properties.
Crime (Intellect):
Crime is the knowledge of illegal goods, trade, and dealings. This includes where to find people, who to ask, and what organizations are operating in an area.
Dungeon Knowledge:
Knowledge of dungeons includes things such as, what traps are common for dwarven ruins, how an echo might sound in a cave, what creatures dug certain tunnels, and so on.
While in a dungeon or cave, this can be used in place of the tracking knowledge
Enchanting:
Enchanting is the magical process of imbuing items with magical properties. Enchanters can create lasting effects on weapons, armor, and artifacts to enhance their potency or grant new abilities.
Evocation:
Evocation is the magical skill of summoning and controlling elemental forces. Practitioners of evocation cast powerful spells of fire, lightning, or other natural energies to devastate foes or shape the environment.
Finesse Weapons:
Finesse weapons focus on speed and dexterity. This skill involves the mastery of light, quick weapons like daggers or rapiers, allowing for precise strikes and agile maneuvers in combat.
General History:
General history is the broad knowledge of the world’s past, including key events, famous figures, and significant cultural shifts. It helps understand the present by studying historical patterns and lessons. However the details are broad and the depth minimal unless the character is an expert.
General Magic:
This is the character’s knowledge of magic as a concept. It’s rules, properties, common anomalies, blight, and aether among other things.
General Religion:
This skill covers knowledge of various religions, gods, and religious practices throughout the world. It’s crucial for interacting with followers, deciphering religious texts, and understanding divine influences. A character’s knowledge of their personal religion is dictated by their devotion.
Guns:
Guns represent proficiency with firearms, including pistols, muskets, and rifles. Mastering this skill allows for efficient, accurate shooting, making it important in combat scenarios where ranged firepower is needed.
Healing Magic:
Healing magic focuses on using magical energy to mend wounds, cure diseases, and restore vitality. It’s essential for keeping companions alive in battle or providing recovery from injuries.
Heavy Weapons (Two handed or Guns):
Heavy weapons involve the use of large, powerful weapons like great swords, mauls, or war hammers. Mastering this skill enables crushing blows and wide-area attacks, trading speed for power.
Illusion:
Illusion magic allows the caster to manipulate perception, creating images, sounds, or effects that deceive the senses. It’s useful for trickery, distraction, or avoiding combat altogether.
Incantation:
Incantation is the skill of using verbal commands to channel magic. This skill ensures that spells are cast with the right words and cadence, critical for precise and potent spellcasting.
Intimidation:
Intimidation is the use of fear and forceful presence to coerce or control others. Whether through threats or imposing demeanor, this skill helps in negotiation or confrontation.
Legends and Lore (Intellect):
This skill involves knowledge of myths, legends, and folklore, including heroes, monsters, and artifacts. It’s used to identify legendary creatures or places and understand their significance.
Local History (Intellect):
History of the local area, such as noble lineage, folklore, major faiths, areas of interest, and major events of the area.
Lockpick (Mechanisms):
Lockpick involves the technical ability to open locks without a key. It’s essential for thieves, treasure hunters, or anyone needing access to restricted areas or treasures.
Magical Creatures (Intellect):
Knowledge of magical creatures, how to tell a cockatrice from a phoenix and many other important things. Experts will easily identify a creature and can provide any documented abilities the creature has. It’s vital for identifying weaknesses, strengths, and habits of magical beasts and entities.
Magical Items (Intellect):
Magical items encompass knowledge of enchanted artifacts, their functions, traits, or origins. it allows the user to identify, appraise, and activate various magical objects encountered during adventuring.
Medicine (Science):
Medicine is the practical skill of treating injuries, diseases, and poison using non-magical means. It includes knowledge of anatomy, herbal remedies, and surgical procedures.
This can be used to determine the properties of a potion after use.
This can be used in place of alchemy, but with disadvantage and you cannot create expert or exotic potions.
Mugen Guns (Guns or Science):
This is your ability to aid and fire stolen and retrofitted mugen weapons.
Unless otherwise specified, firing a mugen gun requires no additional action once it is charged.
Myths and Legends (Intellect):
Knowledge of stories written across history. These are the heroes, villains, and lessons that form a culture, granting insight into the motivations and ideals of different groups.
Nature (Intellect):
Nature covers understanding the natural world, including flora, fauna, and ecosystems. It’s crucial for survival, foraging, and interacting with animals, as well as predicting natural events.
Necromancy:
Necromancy focuses on manipulating life and death, allowing the caster to raise undead, control spirits, or drain the life force of others. It’s a dark, often forbidden branch of magic.
One Handed:
One-handed weapons involve the mastery of swords, axes, and similar weapons wielded in one hand. It allows for versatile combat styles that combine offense and defense.
Performance:
Performance covers music, acting, dance, and other forms of entertainment. It’s essential for bards, actors, and those who use charisma to influence or inspire others through art.
Persuasion:
Persuasion is the art of convincing others to see your point of view, often through diplomacy, charm, or reason. It’s key in negotiation and fostering alliances.
Politics (Intellect):
Politics is the character’s knowledge of major factions within a city, knowledge of the nobility, which factions the ruling party favors, etc. Laws are included in this category, but only require basic knowledge to be known.
Sailing (Intellect or Science):
Sailing is the skill of operating ships and navigating the seas. It includes knowledge of weather patterns, ship maintenance, and naval combat, making it vital for any sea-based adventure.
Shipwright (Cognition or Mechanisms):
Ship building encompasses the design, construction, and repair of seafaring vessels. It includes knowledge of different materials, hull structures, and the mechanics of sail or oar propulsion. Useful for crafting ships and understanding their capabilities, including speed, durability, and cargo capacity.
Slight of Hand:
Sleight of hand involves deftly manipulating objects without detection, such as picking pockets, performing tricks, or concealing items. It’s useful for both performers and thieves.
The Realms (Intellect or Science):
This skill pertains to knowledge of the various planes of existence beyond Tarrem. It includes understanding of otherworldly creatures, portals, and interplanar travel. Scholars spend entire lives researching the other realms, so an expert in this category is likely to know where to find other experts for more information.
characteristics of followers, etc.
Thrown Weapons:
Thrown weapons involve proficiency with projectiles like knives, axes, or spears. It emphasizes accuracy, speed, and power when using handheld weapons as ranged tools.
Traps (Mechanisms):
Traps involve the skill of setting, disarming, and avoiding traps. It’s used to lay ambushes, secure areas, or protect against enemy movements, as well as ensuring personal safety.
Two Handed:
Two-handed weapons skill focuses on wielding large, powerful weapons like greatswords or warhammers. It trades speed for raw strength, allowing for devastating blows in battle.
Unarmed:
Unarmed skill represents proficiency in hand-to-hand combat. It includes martial arts, grappling, and brawling techniques, allowing a fighter to be dangerous even without weapons.
Knowledge Levels:
Knowledgeable:
You gain standard roll bonuses when using a skill you are knowledgeable in, you also do not suffer from any roll penalties due to low skill bonuses.
A knowledgeable character knows some about a topic and can easily learn more, however the finer details and much esoterica is unknown to them. This may include extended versions of folk tales, rare animal names, common animal behavior, city districts, local factions, common plant or herb properties, recent or local wars, common magics of a region, common rules of a faith, etc.
Expert:
You gain standard roll bonuses when using a skill you are knowledgeable in, you also do not suffer from any roll penalties due to low skill bonuses.
If you roll below a 10, the value of the die is set to 10 instead. This does not give critcal failure immunity.
An expert character knows nearly everything about a topic, and where to find anything they don’t know. They are truly masters of the subject. This may include the behavior of rare animals, criminal factions, identifying ore or rock types, major scholars of the area, ancient wars, personal rites of a faith or identifying