Know Tests
A Know Test is used whenever a character attempts to recall information, recognize a fact, or understand a subject covered by an Intellect skill. Rather than representing exhaustive expertise, a successful Know Test reflects what the character remembers at that moment through education, training, or experience.
The gamemaster selects the most appropriate Intellect skill for the subject, such as Cultures, Medicine, Navigation, or Scholar, and sets the difficulty based on the depth of knowledge required.
Know Test Difficulties
| Information Sought | Difficulty |
| Common knowledge, well-known facts, or popular rumors | Easy |
| General theories, established practices, or moderately detailed information | Moderate |
| Specialized knowledge, complex concepts, or obscure facts | Difficult |
| Professional expertise or extensive technical information | Very Difficult |
| Cutting-edge research, forgotten lore, or highly classified information | Heroic |
Situational modifiers may apply depending on how obscure, ancient, secret, or culturally isolated the information is.
A successful Know Test does not necessarily make the character an expert on the subject. Instead, it represents the information they can accurately recall at that moment. Particularly high Result Points may allow the gamemaster to reveal additional details, helpful context, or clues that lead to further discoveries.
Characters are assumed to possess general knowledge of their own culture, homeland, and profession. A Know Test is only required when recalling information beyond what an average person would reasonably know.
| Skill | Purpose |
| Cultures | Understanding societies, customs, traditions, etiquette, and cultural practices. |
| Devices (Focus) | Operating, configuring, and understanding complex mechanical, electronic, magical, or technological devices. |
| Languages (Focus) | Speaking, reading, writing, and understanding languages. |
| Medicine | Diagnosing, treating, and preventing injuries, diseases, and other medical conditions. |
| Navigation | Finding routes, plotting courses, reading and creating maps, and navigating unfamiliar environments. |
| Scholar | Academic knowledge, research, and recalling information across specialized fields of study. |
Cultures
Base Attribute: Intellect
Cultures skill measures a character’s understanding of the customs, traditions, history, beliefs, etiquette, politics, and social structures of different peoples, nations, species, and civilizations. It is used to recognize cultural practices, interpret social conventions, identify organizations or heraldry, and avoid offending those from unfamiliar societies.
A Cultures Test may also be used as a Know Test to recall information about a particular culture, region, government, or civilization.
Typical Uses
- Identifying a culture, nation, or species
- Understanding customs and traditions
- Following proper etiquette and social protocol
- Recognizing heraldry, insignia, uniforms, or symbols
- Recalling historical or political relationships
- Identifying religious or ceremonial practices
- Recognizing cultural taboos and expectations
The gamemaster determines the difficulty based on the obscurity of the culture, the character’s familiarity with it, and how specialized the knowledge is.
Critical Failure: The character misinterprets an important cultural detail, potentially causing embarrassment, giving offense, or drawing incorrect conclusions.
Devices
Base Attribute: Intellect
Type: Focus Skill
Devices skill represents a character’s ability to operate, configure, program, bypass, and understand complex mechanical, electronic, magical, or technological devices. It is used whenever a character must interact with equipment beyond ordinary everyday use.
A character must select a Focus when learning this skill. Each Focus represents a particular class of devices and is learned separately. The available Focuses depend on the genre and setting.
Creating, repairing, or modifying devices uses the Craft/Repair skill.
Typical Focuses: Focuses vary by genre and setting. Common examples include: Computers, Communications, Security Systems, Locks, Robotics, Sensors, Vehicles, Alien Technology, Magical Devices, Traps
Typical Uses
- Operating unfamiliar equipment
- Programming or configuring devices
- Bypassing security systems
- Unlocking or disabling locks
- Disarming traps
- Activating or calibrating advanced technology
- Understanding the purpose and function of an unfamiliar device
The gamemaster determines the difficulty based on the complexity of the device, its condition, available tools, security measures, technological sophistication, and the character’s familiarity with the device.
Critical Failure: The character misuses the device, potentially damaging it, triggering a security system or trap, locking themselves out, or producing another complication appropriate to the situation.
Languages
Base Attribute: Intellect
Type: Focus Skill
Languages represents a character’s ability to speak, read, write, and understand a specific language. Each language is learned as a separate Focus.
A Languages Test is used whenever a character attempts to communicate in an unfamiliar language, interpret written text, translate between languages, or understand difficult dialects, technical terminology, or archaic forms of speech.
Characters are assumed to be fluent in their native language without purchasing it as a Focus.
Typical Focuses: Focuses vary by genre and setting. Common examples include Common, Elvish, Dwarvish, Draconic, Galactic Standard, Que’Sha, Ancient Siriusan, Typical Uses
- Speaking and understanding a language
- Reading and writing
- Translating written or spoken text
- Interpreting dialects and regional variations
- Understanding technical, legal, or academic terminology
- Deciphering archaic or obsolete forms of a language
The gamemaster determines the difficulty based on the complexity of the communication, the familiarity of the dialect, the age of the language, and the availability of reference materials or translation aids.
Critical Failure: The character misunderstands or mistranslates important information, potentially leading to confusion, misinformation, or an unintended social consequence.
Medicine
Base Attribute: Intellect
Medicine represents a character’s knowledge of anatomy, injuries, diseases, toxins, and medical treatment. It is used to diagnose illnesses, provide first aid, perform surgery, administer medications, and identify poisons or other harmful substances.
Medicine may also be used as a **Know Test** to recall medical knowledge, identify symptoms, or determine appropriate treatments.
Detailed rules for healing, surgery, recovery, and treating injuries are found in the Damage, Wounds & Healing chapter.
- Typical Uses
- Administering first aid
- Diagnosing injuries and diseases
- Performing surgery or advanced medical procedures
- Identifying poisons, toxins, and diseases
- Determining appropriate treatments or antidotes
- Recognizing anatomical features and weaknesses
- Stabilizing critically injured characters
The gamemaster determines the difficulty based on the severity of the condition, available equipment, environmental conditions, and the familiarity of the species or anatomy being treated.
Critical Failure: The character misdiagnoses the condition, administers an incorrect treatment, worsens the patient’s condition, or creates another medical complication appropriate to the situation.
Navigation
Base Attribute: Intellect
Navigation represents a character’s ability to determine location, plot courses, and travel safely using maps, charts, landmarks, celestial bodies, instruments, or other navigational aids. It is used to find routes, avoid becoming lost, and create accurate maps of unfamiliar areas.
Navigation may also be used as a Know Test to recall geographic information, recognize landmarks, or identify notable locations.
Typical Uses
- Reading and interpreting maps or charts
- Determining direction and location
- Plotting safe or efficient travel routes
- Navigating by landmarks or celestial bodies
- Creating or updating maps
- Estimating distance and travel time
- Recognizing geographic features and terrain
The gamemaster determines the difficulty based on the quality of available navigation aids, the familiarity of the area, weather conditions, visibility, and the complexity or danger of the route.
Critical Failure: The character misjudges the route, becomes lost, overlooks a hazard, or arrives at an unintended destination.
Scholar
Base Attribute: Intellect
Scholar represents formal education, academic study, and specialized knowledge beyond common experience. It is used to recall facts, understand theories, conduct research, and interpret information within a chosen field of study.
Scholar is normally learned with one or more Specializations, each representing a particular academic discipline. The gamemaster may approve any Specialization appropriate to the setting.
Scholar may also be used as a Know Test to recall information within one of the character’s fields of expertise.
Common Specializations: Agriculture, Art, Astronomy, Biology, Business, Chemistry, Criminology, Engineering, Forensics, Geography, Geology, Genetics, History, Law, Mathematics, Philosophy, Physics, Psychology, Sociology, Streetwise, Supernatural, Tactics, Theology.
The list above is intended as a guideline rather than a limitation. The gamemaster may allow additional Specializations to reflect the needs of the campaign setting.
Typical Uses
- Recalling historical facts
- Understanding scientific or technical principles
- Conducting academic research
- Interpreting laws, philosophy, or religious texts
- Identifying famous people, places, or events
- Analyzing evidence from a specialized field
- Recalling rumors, legends, or theories within a field of study
The gamemaster determines the difficulty based on how obscure, specialized, or closely guarded the information is.
Critical Failure: The character recalls incorrect or misleading information, confuses important facts, or reaches an erroneous conclusion based on incomplete knowledge.
