Knowledge

# GM Note

* Working on distributing Legacy character GM Cards
* Class curriculum is being written, classes may take place with permission

Gained Knowledge is roleplayed and earned over a character's journey in Malm. It is represented by GM cards as proof of that character learning knowledge of something, and thus being able to perform some task or display expertise in a particular field.

## Gaining Knowledge

Characters may know or learn **Level 0 Knowledge** for free.

Characters may Self-Study the singular exam for **Class 1** to unlock **Level 1 Knowledge**. (Excluding engineer knowledge, except Tinkertech)

### Self-Study

* Submit a GM card ticket via Discord. Attempts witnessed by a staff member. (ST/GM/MOD)
* 2 self-study attempts towards one subject each month.

* Roll a flat 1d20 against the listed DC for the Class 1 exam.
* Add your Class ★ Rank to the result.
* Add your number of previously failed attempts to the result.

**Success:** Character unlocks that Level 1 Knowledge. Character must wait until the subsequent month to self-study a new subject.

**Failure:** Character must wait until the subsequent Sunday to try again.

### Teacher Study

* Characters with **Level 3 Knowledge** are considered Teachers of that subject.
* Attempts may be freely scheduled between teachers and students.
* Teachers are not IC nor OOC obligated to teach any character.

* Teachers submit a GM card ticket via Discord. Attempts are recorded by a staff member. (ST/GM/MOD)
* Include the date of the class, both the character and player names, their Class ★ Rank, and the rolls.

* The teacher rolls a flat 1d20. They may roll once for the entire class, or per student, at their discretion.
* The teacher's roll cannot be lower than their Class ★ Rank.
* The teacher adds their Class ★ Rank to the result.

**Example**: a 5★ Sorcerer that teaches a Pyromancy class rolls a 2. It automatically becomes a 5, since they can't roll below their ★ Rank. Then they add their ★ Rank as a modifier, which is +5. In this scenario, they contribute a 10 towards the exam's DC, and the student must contribute the remaining amount.

* Student rolls a flat 1d20 against the listed DC for that Class exam.
* Add your Class ★ Rank to the result.

* Combine the character and teacher's result, and compare against the listed DC for the Class exam.

**Success:** Character unlocks that Level of Knowledge if they have completed all exams for that Class. Otherwise, if not all exams are completed, character must wait until the subsequent Sunday to take the next exam. Character must wait until the subsequent month to pursue the next level of that knowledge, but may study a different knowledge in the meantime.

**Failure:** Character must wait until the subsequent Sunday to retake a failed exam.

**Example**: A student completes their first exam for Class 2 Pyromancy, but they still require a second exam to unlock Pyromancy level 2. They must wait until Sunday, midnight SLT, triggering the beginning of a new week, to attempt the second exam, assuming they have a suitable teacher available to offer the lesson.

**Example**: A student completes their second exam for Class 2 Pyromancy, thus they have unlocked Pyromancy level 2. They must wait until the next month starts to begin taking their three exams for Pyromancy 3, but in the meantime, they could study Hydromancy or some other topic.

Notes:

1. Characters no longer receive credit for attending classes above their level.
2. If you are observing a class you've already taken, please inform the teacher that you already have the Knowledge card. This will make the distribution process easier.
3. Upon completion of an exam, regardless of result, the Event Host (the teacher) may reward CP equivalent to the Class Level. If a student is maxed out on CP, they may be offered SP instead. This reward is only offered during sanctioned Class Events held by factions or guilds (i.e. events scheduled on the calendar) and may only be awarded once per week (cooldown refreshes each Sunday)

**Regulations**

Attempts to deceive staff with false rolls, or allowing more than the allotted attempts, may result in teacher and student losing knowledge.

The Knowledge GM Card is only for that specific character that earned the knowledge. Giving, loaning, borrowing, trading, buying, or selling a Knowledge Card to another character is not allowed.

Wiki edits or corrections may result in GM cards being recalled, either for balancing, retconning inaccuracies, or corrective action purposes. If such a recall of a card is required, it will be requested directly by a **Game Master** or **Moderator**.

Knowledge Classes follow a curriculum. All teachers should be instructing the same lore-accurate information, albeit with different flavors, methodology, or approaches, but the lore and scaling should be consistent to one another. Please utilize Knowledge Lessons for lesson guides.

## New Character+

During your character approval process, you may request that your new character begin with knowledge. Such a request must follow the below guidelines:

* The character gets 8 points to spend.
* The points can be spent to grant the character level 1 or level 2 Knowledge cards.
* You must have an existing character that has already earned the requested Knowledge cards.
* Characters with faction specific knowledge, such as machina, aethertech, or primal force, must be approved by the applicable faction leads during the character approval process, and likely will need to be introduced as a member of that faction, or loyal citizen of that country.

* You may only have 2 New Character+ characters at any given time.
* After making the maximum number of New Character+ characters, there is a 3 month cooldown before you may request one to be replaced.
* Replacing a New Character+ character requires that character to be retired and for you to turn in every single Knowledge card granted to that character.

## Ability Stones

Ability stones are modified echo crystals, imbued with the knowledge of another person's expertise. These stones allow characters to cast specific spells without having or needing the acquired knowledge from that magick school.

Certain Stones are unlocked via progression with specific groups.

## Magick Knowledge

This includes various levels of non-basic magick-craft, studied and learned from academics, obtained by pacts with more powerful beings, or bestowed as blessings or curses by benevolent or cruel monsters.

Magick benefits are typically: **(Non-CBS, RP or Dice Combat only)**

While you may acquire a level in a school of knowledge, GM's reserve the right to rule that specific abilities within that school still require their own GM card, but that you specifically may qualify for them.

(Those prone to abusing abilities to grief or harass players/guilds/factions would be more likely to be denied access to such GM cards.)

### Change Log

#### Jan 1st 2024

* Class 1 DC: 22 increased to DC: 24
* Class 2 DC: 25 increased to DC: 26

#### Jan 7th

* Class 0 thru Class 6 have been consolidated into Class 1 thru Class 4
* Class 1 requires 1 exam, Class 2 requires 2 exams, Class 3 requires 3 exams, Class 4 requires 4 exams
* Exams are taken on different occasions, just like classes were before
* Each exam has a DC based on their class level 20, 24, 28, 32
* Characters no longer receive credit for attending classes above their level
* CP (or SP\*) offered during Class Events held by Factions or Guilds once per week, equivalent to the level of the Class

## Unaspected Abilities

These abilities don't necessarily follow any particular school of magick, but are obtained by increasing one's fundamental understanding of magick and the use of aether, mana, or ley.

### Aether Sight

Required to learn **Aethertech** or **Dark Aethertech**.

## Primal Force

These abilities are trained specifically by the Union to understand and interact with the elements of nature.

### Primal Force Training

A student who begins training and has not mastered yet is referred to as a “Cov”.
 Giema
A student who attains and masters session one is referred to as a “Giema”.
 Mas'en'aeii
A student on session three is referred to as a “Mas’en’aeii”
 Gemai
A student who has reached session for is referred to as a “Gemai”.
 In'kan'eai
The beastkin word for a master of primal arts is referred to as an “In’kan’eai”

### Primal Force Mastery

 Level 2
 Level 3
 Level 4
Can teach Primal Force Sessions for elements that you have Mastered.

### Forbidden Magick

The following magick schools have very few pursuers, typically reserved for NPCs, as the magick involved is both illegal and/or dangerous to the casters involve and the world around them, whilst also being difficult to control and/or maintain. Those foolish enough to attempt magick of this caliber are more likely to destroy themselves and everything around them.

### Chronomancy

1-5: 1d20 hours of self-stasis, mentally reliving the same moment of failure until returning to normal.
6-10: 1d20 hours of self-stasis, completely aware of the world around you until returning to normal.
11-15: 1d20 hours of self-stasis, completely unaware of the world around you until returning to normal.
16-20: You are aware that you just narrowly avoided putting yourself into a time-stasis.

### Graviturgy

1-5: You are slammed against a ceiling, wall, or floor, and remain trapped there for 1d20 hours until your gravity stabilizes to normal.
6-10: You are flung against the ceiling, wall, or floor numerous times until your gravity stabilizes.
11-15: You are flung against the ceiling, wall, or floor, as your own gravity is briefly and rapidly changed and reverted.
16-20: You are aware that you just narrowly avoided disturbing your own gravity in a terrible way.

### Voidamancy

1-5: You are claimed by the void. There is no evidence of where you went, and nobody will see you again, unless summoned from the void by another character: See 6-10.
6-10: You allow a hostile void entity to come through. It does not communicate nor obey you or anyone.
11-15: You are struck by the void, draining your sanity, and filling you with paranoia/fear for 1d20 hours.
16-20: You are aware that you earned the attention of something from the void, but are safe, for now.

## Engineer Knowledge

This includes knowledge of technology a character may construct, forge, build, or repair.

### Artifact Study

Engineer Knowledge is ineligible for Self-Study, except **Tinkertech**, without the possession of a **GM-Approved Artifact**. Artifacts can be literal artifacts, blueprints, weapons, vessels, or other reasonable pieces of technology that are salvaged, stolen, or procured. Artifacts must be in good enough condition to study as deemed by a GM, and their acquisition overseen by a GM that determines the artifact's level.

Artifacts must be kept for at least a week, after which the character that kept possession of the item for that duration is allowed **one attempt** to study and reverse-engineer one Level of that tech, up to **Level 2**.

If the attempt fails, the artifact proves too complicated for the character to understand, and must wait another week to attempt again.

After the attempt, an artifact has a 25% chance of breaking, and increases by +25% after each attempt made to study it. A broken artifact no longer functions and cannot be used for Artifact Study.

A character with 0 Engineer Knowledge may not benefit from a Level 2 Artifact, as it's too complex.

A character with 1 Engineer Knowledge may not benefit from a Level 1 Artifact, as it's not complex enough.

To repair a broken artifact, a character must have the equivalent level of knowledge to craft it.

### Tech Examples

Personal trinkets, accessories, or tools - utility objects, such as pocket watches, multi-tool knives or lockpicks, compass, spyglass, fishing pole

Civilian tools - grandfather clock, oven, loom, printing press, plow

Basic - bolt action, melee weapons and archery, shields and medieval armor, wagons, bikes and boats

Military - automatic guns, beams or lasers, burst cannons, artillery, siege weapons, flamethrowers, tanks, piloted suits and airships

## World Knowledge

This pertains to gained insight into the world of Malm, and how to interact or exploit its fauna, wildlife, terrain, or denizens.

## FAQ's

This is where you'll find the answer to frequently asked questions, regarding the knowledge system.

Q.