Knowledge

The **Knowledge** 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 trying to determine what 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.

**:** Intelligence File:Lightbulb Icon.png

**T:** Yes

**AP:** No

**:** Nearly every class has some of the below categories as class skills. The Smart Hero has all 14.

## Checks

### 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 purchase DC. If the character fails, he or she thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual value. If the character fails by 5 or more, he or she thinks it has a purchase DC 1d4+2 higher or lower than its actual value. The GM may make the Knowledge roll for the character, so he or she doesn't know whether the appraisal is accurate or not.

### Know Something

A character makes a Knowledge check to see if they know something. The DC for answering a question within the character's field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.

### Knowledge Categories

The fourteen Knowledge categories, and the topics each one encompasses, are as follows:

Arcane Lore - Art - Behavioral Sciences - Business - Civics - Current Events - Earth and Life Sciences - History - Physical Sciences - Popular Culture -
Streetwise - Tactics - Technology - Theology and Philosophy

## Arcane Lore

The occult, magic and the supernatural, astrology, numerology, and similar topics. Arcane Lore is also good for making knowledge checks to understand Fey and Magical Beasts.

Classes

Occupations

## Art

Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.

Classes

Occupations

## Behavioral Sciences

Psychology, sociology, and criminology.

Classes

Occupations

## Business

Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them.

Classes

Occupations

## Civics

Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.

Classes

Occupations

## Current Events

Recent happenings in the news, sports, politics, entertainment, and foreign affairs.

Classes
All Modern classes have this knowledge as a class skill.
Occupations

## Earth and Life Sciences

Biology, botany, genetics, geology, and paleontology. Medicine and forensics. Earth and Life Sciences is also good for making knowledge checks to understand Aberrations, Animals, Dragons, Elementals, Giants, Humanoids, Monstrous Humanoids, Oozes, Plants, and Vermin.

Classes

Occupations

## History

Events, personalities, and cultures of the past. Archaeology and antiquities.

Classes

Occupations

## Physical Sciences

Astronomy, chemistry, mathematics, physics, and engineering.

Classes

Occupations

## Popular Culture

Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, among others.

Classes
Tough Hero -
Occupations

## Streetwise

Street and urban culture, local underworld personalities and events.

Classes
Tough Hero -
Occupations

## Tactics

Techniques and strategies for disposing and maneuvering forces in combat.

Classes

Occupations

## Technology

Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices. Technology is also good for making knowledge checks to understand Constructs.

Use knowledge (technology) to correctly identify starships, mecha, robots, and cybernetic attachments, as well as identify unfamiliar technological devices.

**Check:** The DCs for identifying technological items vary depending on the type of information required:

**Table: unfamiliar technological devices**
 Each step in Progress Level (up or down) | +5

Identifying a starship by its type and subtype, identifying a mecha by its superstructure, or identifying a robot by its frame: DC 10.

Determining the function or purpose of a particular mechanical system or cybernetic attachment: DC 15.

Recalling the standard, factory-model design specs of a particular type or class of starship, mecha, or robot: DC 20.

When confronted with an unfamiliar piece of technology or alien artifact, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. The DC of the Knowledge (technology) check depends on the item being identified and the difference in Progress Level, as shown below:

Classes

Occupations

## Theology and Philosophy

Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience. Theology and Philosophy is also good for making knowledge checks to understand Outsiders and Undeads.

Classes

Occupations

### Special

* An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.
* 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.

**:** A character can take 10 when making a Knowledge check,

**:** No

**:** 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.

**Table: Feats**