Knowledges System

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Description

'Knowledges' is a concept I've been mulling about, both to get rid of the oddness of Craft being an array of Abilities when every other Ability is singular, to formalize the system of Arts and Sciences into a single cohesive system, and to make Abilities like Linguistics make more sense.

Rules Changes

The various Craft Abilities now merge into a single Crafts Ability, bringing it in-line with the other 24 Abilities. Like other Abilities (Linguistics, say, or Occult, or Lore), the Crafts Ability encompases general knowledge about how "making stuff out of other stuff", and other aspects of dexterous and manual labor, function. Someone with a high Crafts rating can generally figure out how to operate just about any tools, and can quickly pick up new Crafts trades, while someone with a low Crafts rating won't go very far even when intensely trained.

Also, I'm using the term 'Brawl' instead of 'Martial Arts', to integrate with my MartialArts/KataSystem project. Obviously, call it what you'd like in your own game.

System

Knowledges operate per the rules for the Arts on pg. 137 - 138 of the Exalted, 2nd Edition main rulebook, with some modifications. There are two types of Knowledges - General Knowledges and Specific Knowledges. In the full Abilities Knowledge list below, Specific Knowledges are in italics, while General Knowledges are in plainface.

Some tasks may be attempted even if the character does not have the appropriate level of the necessary Knowledge, but should be performed at a -1 external penalty for each dot of Knowledge the character does not possess, doubled if they do not possess the required Knowledge at all. For example, a character has Dexterity 5 and Archery 4, and has the Bows Knowledge at 3 and the Firewands Knowledge at 1. This means they know the basics of operating a Firewand, and know just about everything there is to know about firing a bow - but have probably never seen a crossbow before in their life. If they picked up a firewand, they would probably be able to operate it without difficulty unless it was an unusual model (requiring Firewands 2), in which case they would be at a -1 penalty until they figured it out. Likewise, if they found a standard crossbow (normally requiring Crossbows 1), they would be at a -2 penalty disadvantage until they purchased their first dot of the Crossbow Knowledge. An Autochthonian Repeating Crossbow (requiring Crossbows 3), on the other hand, would pose -6 penalty to someone who had no familiarity with Crossbows, and a -2 penalty to someone with only a basic familiarity with the weapons.

A Specific Knowledge is always a 1-dot Knowledge. It functions effectively as all possible 3-dot General Knowledges for its specific area of expertise, or as 1-dot General Knowledges for anything very closely related. For example, an Archery Specific Knowledge (Autochthonian Repeating Crossbow) would count as a 3-dot General Knowledge for the operation of an Autochthonian Repeating Crossbow, or a 1-dot Knowledge for the operation of any similar Autochthonian crossbow technology (but would not count as sufficient Knowledge for other Crossbow technology). Likewise, an Athletics Specific Knowledge (Football) would count as a 3-dot General Knowledge for any Athletics roll related to Football (running, jumping, kicking, throwing, tackling, blocking, and so on), or a 1-dot General Knowledge for any Athletics roll that the player could convince the GM was 'similar enough' to a football maneuver to provide some level of expertise. It would not provide any Knowledge for climbing, gymnastics, running over rough terrain, or anything similar.

At character creation, a character should be granted one dot of Knowledges for each dot of Ability they possess. Additional dots of Knowledges should be purchasable for the same cost as Specialization dots for the Ability in question. Additionally, every character has their own, first-learned language as a Linguistics Knowledge equal to their Intelligence (maximum 3), even if their Linguistics score is 0.

Knowledges By Ability

Each ability whose Knowledges are noteworthy is listed below; the Knowledges listed should not necessarily be considered exhaustive.

Archery

  • Bows
  • Crossbows and Ballistae
  • Catapults and Trebuchets
  • Firewands and Cannon
  • Essence Weapons
  • Specific Weapon

Athletics

  • Feats of Strength
  • Feats of Dexterity
  • Swimming
  • Climbing
  • Jumping
  • Running
  • Specific Physical Action

Awareness

  • Seeing
  • Smelling and Tasting
  • Hearing and Touch
  • Spotting Ambushes
  • Joining Battle
  • specific environment

Strangelooper 07:16, 17 October 2007 (PDT)

Brawl

  • Punching
  • Kicking
  • Grappling
  • Parrying
  • Specific Martial Arts Style

Bureaucracy

  • Finances
  • Project Management
  • Process Management
  • Human Resources
  • Law
  • Specific Organization

Crafts

  • Fire Crafts
  • Water Crafts
  • Air Crafts
  • Earth Crafts
  • Wood Crafts
  • Artifacts
  • Fate
  • Specific Type of Object

Dodge

  • Hand-to-Hand Attacks
  • Ranged Attacks
  • Large Obstacles

Resistance

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Integrity

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Investigation

  • Forensics
  • Witnesses
  • Research
  • Specific Area

Larceny

  • Burglary
  • Pickpocketing
  • Fencing (of goods)
  • Disguise
  • Criminal organizations and culture

Strangelooper 07:13, 17 October 2007 (PDT)

Linguistics

  • Oration
  • Writing
  • Meaning & Semantics
  • Specific Language

Lore

  • Culture
  • History
  • The Wyld
  • Magitech
  • Specific Area

Medicine

  • Anatomy
  • Diseases
  • Surgical Techniques
  • Specific Species or Area

Melee

  • One-Handed Thrusting Weapons
  • Two-Handed Thrusting Weapons
  • One-Handed Slashing Weapons
  • Two-Handed Slashing Weapons
  • One-Handed Bashing Weapons
  • Two-Handed Bashing Weapons
  • Specific Weapon

Occult

  • Alchemy
  • Astrology
  • Enchantment
  • Geomancy
  • Ritual
  • Summoning
  • Magical Theory
  • Warding
  • Specific Ritual, Practice or Target

Performance

  • Singing
  • Dancing
  • Musical Instruments
  • Stuntwork
  • Impersonation
  • Emotional Acting
  • Preaching
  • Specific Instrument or Style

Presence

Ride

  • Land Animals
  • Sea Animals
  • Flying Animals
  • Landcraft
  • Aircraft
  • Seacraft
  • Specific Craft or Creature

Sail

  • Sea Ships
  • Airships
  • Land Ships
  • Navigation
  • Specific Area

Socialize

  • Party Planning
  • Spreading Rumors
  • Sensing Motives
  • Knowing Societal Rules
  • Making Friends

Stealth

  • Ambushes
  • Stalking
  • Hiding
  • specific environment

Strangelooper 07:10, 17 October 2007 (PDT)

Survival

  • Water
  • Shelter
  • Foraging
  • Hunting
  • Tracking
  • Specific Area

Thrown

  • Axes
  • Chakram
  • Darts
  • Knives
  • Rocks / Small Objects
  • Slings

War

  • Land Tactics
  • Sea Tactics
  • Air Tactics
  • Special Operations
  • Strategy
  • Specific Game or Sport