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What Knowledge Skill do you use/allow?
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<blockquote data-quote="Claudius Gaius" data-source="post: 3965662" data-attributes="member: 57946"><p>Allow: Anything that someone wants and comes up with a reasonable excuse for taking.</p><p>Use: Whatever fits the current setting.</p><p></p><p>For a more general structure? Well, for a quick generic system (I tend to make one tailored to a given setting) most things fit into one of the following catagories. Some sample subspecialities are included in ().</p><p></p><p><strong>Supernatural Forces </strong> (Divided into Magic, Psychic, and whatever we’d call the Alignment Forces)</p><p> <em>Arcane Lore</em> (Runes, Glyphs, Spells, Spell Research, Potions, Power Ingredients, Ancient Enchantments, </p><p> <em>Psychic Lore </em> (Psionics, Soulmelds, Psychic Devices, Mentatics)</p><p> <em>Religious Lore </em> (Spirits, Gods, Theology, Death, the Outer Planes and their Creatures)</p><p></p><p><strong>Living Creatures </strong> (Divided into Structure, Activity, and Development)</p><p> <em>Behavior </em> (Psychology, Criminology, Modeling, Insanities, Animal Training)</p><p> <em>Life Sciences </em> (Biology, Botany, Naturalist, Herbalist, Medicine, etc) </p><p> <em>History </em> (Archeology, Civic Development, Current Events, Nobility and Royalty, Paleontology, Evolutionary Theory, Creation Accounts, Developmental Theory, Ecology)</p><p></p><p><strong>Natural Forces </strong> (Divided into Theory, Application, and Aberrations)</p><p> <em>Physics </em> (Optics, Astrophysics, Radiation Physics, Field Theory, Exotic Matter, Etc)</p><p> <em>Engineering </em> (Electronics, Clockwork, Mechanics, Armor, Weapons, Metallurgy)</p><p> <em>Planes </em> (Inner planes, Alternate Dimensions, Gates, Summoning Effects, M-Theory)</p><p></p><p><strong>The Physical World </strong> (Divided into too small to see, big enough to see but small enough to manipulate, and too big to manipulate readily)</p><p> <em>Earth Sciences </em> (Geology/Geography, Hydrology, Meteorology, Navigation, Nature, Astronomy, caverns).</p><p> <em>Constructs </em> (Architecture, Mining, Statics, Construction, Dredging, Artifacts, History of Building Techniques, Crystallography, Local Knowledge (physical layout)).</p><p> <em>Chemistry/Alchemy </em> (Toxicology, Explosives, Plastics, Synthesis, Biochemistry).</p><p></p><p><strong>Information Sciences </strong> (Divided into transmission, accumulation, and abstract interaction)</p><p> <em>Communications </em> (Linguistics, Ancient Languages, Art, Philosophy, Propaganda, Printing).</p><p> <em>Culture </em> (Sociology, Law, Business, Civics, Government, Streetwise, Politics, Local Knowledge/Culture).</p><p> <em>Abstract </em> (Mathematics, Games Theory, Tactics, Formal Logic, Information Theory, Cryptography).</p><p></p><p>Now, I'd tend to expect people to take general skills and specialities building on them - spending a skill point or two in exchange for a fairly large bonus on things like Culture/The Odantin Nomads. It might be worth finishing up a general structure at some point, even if it does have less world-specific flavor.</p></blockquote><p></p>
[QUOTE="Claudius Gaius, post: 3965662, member: 57946"] Allow: Anything that someone wants and comes up with a reasonable excuse for taking. Use: Whatever fits the current setting. For a more general structure? Well, for a quick generic system (I tend to make one tailored to a given setting) most things fit into one of the following catagories. Some sample subspecialities are included in (). [B]Supernatural Forces [/B] (Divided into Magic, Psychic, and whatever we’d call the Alignment Forces) [I]Arcane Lore[/I] (Runes, Glyphs, Spells, Spell Research, Potions, Power Ingredients, Ancient Enchantments, [I]Psychic Lore [/I] (Psionics, Soulmelds, Psychic Devices, Mentatics) [I]Religious Lore [/I] (Spirits, Gods, Theology, Death, the Outer Planes and their Creatures) [B]Living Creatures [/B] (Divided into Structure, Activity, and Development) [I]Behavior [/I] (Psychology, Criminology, Modeling, Insanities, Animal Training) [I]Life Sciences [/I] (Biology, Botany, Naturalist, Herbalist, Medicine, etc) [I]History [/I] (Archeology, Civic Development, Current Events, Nobility and Royalty, Paleontology, Evolutionary Theory, Creation Accounts, Developmental Theory, Ecology) [B]Natural Forces [/B] (Divided into Theory, Application, and Aberrations) [I]Physics [/I] (Optics, Astrophysics, Radiation Physics, Field Theory, Exotic Matter, Etc) [I]Engineering [/I] (Electronics, Clockwork, Mechanics, Armor, Weapons, Metallurgy) [I]Planes [/I] (Inner planes, Alternate Dimensions, Gates, Summoning Effects, M-Theory) [B]The Physical World [/B] (Divided into too small to see, big enough to see but small enough to manipulate, and too big to manipulate readily) [I]Earth Sciences [/I] (Geology/Geography, Hydrology, Meteorology, Navigation, Nature, Astronomy, caverns). [I]Constructs [/I] (Architecture, Mining, Statics, Construction, Dredging, Artifacts, History of Building Techniques, Crystallography, Local Knowledge (physical layout)). [I]Chemistry/Alchemy [/I] (Toxicology, Explosives, Plastics, Synthesis, Biochemistry). [B]Information Sciences [/B] (Divided into transmission, accumulation, and abstract interaction) [I]Communications [/I] (Linguistics, Ancient Languages, Art, Philosophy, Propaganda, Printing). [I]Culture [/I] (Sociology, Law, Business, Civics, Government, Streetwise, Politics, Local Knowledge/Culture). [I]Abstract [/I] (Mathematics, Games Theory, Tactics, Formal Logic, Information Theory, Cryptography). Now, I'd tend to expect people to take general skills and specialities building on them - spending a skill point or two in exchange for a fairly large bonus on things like Culture/The Odantin Nomads. It might be worth finishing up a general structure at some point, even if it does have less world-specific flavor. [/QUOTE]
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