Knowledge (Geography): Difference between revisions
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As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill. | As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill. | ||
== Identify Accent == | |||
{{Template:SkillUse | |||
| Skill-Use = Identify Accent | |||
| Core-Skill = Knowledge (Geography) | |||
| Benefit = You can tell the nationality of someone simply by hearing them speak, based on their accent, and their use of localized euphemisms. This skill works even if everyone is speaking Common, because it is very hard to hide one's origins, unless they spend a great deal of time eliminating their accent, and very few people bother. | |||
| Action = At least 1 minute of conversation (overheard is fine; you don't have to participate). | |||
| DC = 20 | |||
| Modifiers = * '''Neighbors:''' If the speaker's accent is commonplace, but obviously not local, the DC is reduced by -5. | |||
* '''Trying to Blend In:''' If the speaker is making an effort to mask their accent, increase the DC by anywhere from +5 to +25. | |||
* '''Professional Diplomat:''' If the speaker has perfected the local language through extensive training, spending years eradicating all traces of their local accent, increase the DC by +50. | |||
* '''Far Away Lands:''' If the speaker is from a distant land, from which few travelers come, it is harder to identify. Increase the DC by anywhere from +10 to +20, depending on just how remote and insular the speaker's homeland tends to be. | |||
* '''Further Than That:''' If the speaker is from another plane of existence, increase the DC by +20 to +40. | |||
| Take10-Take20 = You can take 10, but you cannot take 20. | |||
| Assist = Yes, up to 5 allies may assist. | |||
| Success = You identify the country of origin of the speaker. | |||
If you succeed by 5 or more, you can even identify the general region or locality within that country. | |||
| Failure = If you fail by less than 5, or you roll a natural 1, you are able to tell that the speaker has an accent, but you can't place it. | |||
If you fail by 5 or more, you think they're probably a local. Maybe they're having a bad day. | |||
| Retry = No. The check represents what you know, and thinking about it a second time doesn't let you know something that you never learned in the first place. | |||
| Provokes = No. | |||
}} | |||
== General Knowledge == | == General Knowledge == |
Revision as of 21:41, 20 November 2018
Description
Ability Score Used: Intelligence Usable Untrained? No Armor Check Penalty Applies? No
You are educated in the study of geography, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Geography) allows you to make checks to reveal information on political and geographic borders, terrain, climate and people.
You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to a library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a research bonus on Knowledge checks pertaining to topics that they cover.
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
Identify Accent
You can tell the nationality of someone simply by hearing them speak, based on their accent, and their use of localized euphemisms. This skill works even if everyone is speaking Common, because it is very hard to hide one's origins, unless they spend a great deal of time eliminating their accent, and very few people bother. | |
Action Required: |
At least 1 minute of conversation (overheard is fine; you don't have to participate). |
DC of Check: |
20 |
Modifiers to Check |
|
Take 10? / Take 20? |
You can take 10, but you cannot take 20. |
Allows Assists? |
Yes, up to 5 allies may assist. |
Results of Success |
You identify the country of origin of the speaker. If you succeed by 5 or more, you can even identify the general region or locality within that country. |
Consequences of Failure |
If you fail by less than 5, or you roll a natural 1, you are able to tell that the speaker has an accent, but you can't place it. If you fail by 5 or more, you think they're probably a local. Maybe they're having a bad day. |
Retry Allowed? |
No. The check represents what you know, and thinking about it a second time doesn't let you know something that you never learned in the first place. |
Provokes AOO? |
No. |
General Knowledge
You know the answers to questions pertaining to geography, such as political and natural borders, trade routes and back trails, mountain passes, terrain, climate, map-making, natural resources, population growth, ocean and air currents, etc. | |||||||||||||||
Action Required: |
Free action | ||||||||||||||
DC of Check: |
Answering a question on a geography topic has an Easy DC for the CR of the topic for really easy questions, an Average DC against the CR of the topic for basic questions, a Challenging DC against the CR of the topic for really tough questions, or a Hard DC against the CR of the topic for really tough questions on narrow or specific topics. Some examples of basic tasks include:
| ||||||||||||||
Modifiers to Check |
| ||||||||||||||
Take 10? / Take 20? |
No | ||||||||||||||
Allows Assists? |
Yes (up to 5 allies) | ||||||||||||||
Results of Success |
You are familiar with the topic, and have useful information relating to it. The GM will tell you what you know. If you exceed the target DC by a significant amount (typically, reaching a higher difficulty threshold than what was required for the check), the GM may provide additional information to you than would be revealed by a merely successful roll. | ||||||||||||||
Consequences of Failure |
You don't know enough about the topic to provide any useful insight. | ||||||||||||||
Retry Allowed? |
No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place. | ||||||||||||||
Provokes AOO? |
No. |
Bogey Lore: Ground, Aerial
You can use this skill to identify ground-based (surface only) or aerial bogeys (NPC vehicles), and potentially even recall detailed information regarding their special powers or vulnerabilities. Bogeys of other types than these require different knowledge skills to identify. | |
Action Required: |
Free action |
DC of Check: |
|
Modifiers to Check |
Some bogeys have different target DC's. Refer to the bogey's fleet list entry for details. These altered DC's are typically because the bogey in question is so well known that the check is easier, or so rare that few have ever heard of them. |
Take 10? / Take 20? |
If you are not in combat (or in immediate danger of combat), you can take 10, but you cannot take 20. |
Allows Assists? |
Yes (up to 5 allies) |
Results of Success |
|
Consequences of Failure |
You don't know enough about the bogey to provide any useful information. |
Retry Allowed? |
No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place. |
Provokes AOO? |
No |
Contemplate Answers (Epic)
You can take some time to reflect on what you do know in order to draw conclusions about what you don't know. You can contemplate the foundational knowledge of geography that you possess, and apply it to a particular question or puzzle you were previously unable to answer. By exerting your will and taking a moment to really think things through, you might discover an answer you never knew you had.
Contemplate answers allows you to make a second attempt at a general knowledge check, at the cost of taking a bit longer to consider the problem. This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Full-round action |
DC of Check: |
Unchanged from general knowledge: an Easy DC for the CR of the topic for really easy questions, an Average DC against the CR of the topic for basic questions, a Challenging DC against the CR of the topic for really tough questions, or a Hard DC against the CR of the topic for really tough questions on narrow or specific topics. |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies) |
Results of Success |
You are able to piece together an answer from the scraps of knowledge you do possess. |
Consequences of Failure |
Despite really trying, you still just don't know. |
Retry Allowed? |
No |
Provokes AOO? |
No |