Okay, so, rule change at the start of the next mission about General Knowledge, now that I've had plenty of time to think over it:
All players with characters possessing greater than -2 General Knowledge will get to do their GK rolls at any time while aboard the Nemesis/current campaign hub. The number of things they can roll for will depend on their GK skill:
Code: Select all
GK Attempts
-2 0
-1 3
0 3
+1 3
+2 4
+3 5
+4 7
+5 9
+6 12
After they decide on each of their attempts, they can submit them to me and say they're rolling for General Knowledge. (The player should arrange their attempts in order from highest to lowest priority of how much they want to learn it.) If any of the things in the list are things I would absolutely never grant, or have no chance of becoming useful, I will inform the player before I do the rolls so they may have a chance to change it.
After the attempts are submitted, I will decide on penalties/bonuses to each ranging from -4 to +4. Then I'll start on the rolls.
The rolls will be normal 1d6+characterskill. After the rolls are done, I'll arrange them from highest to lowest and match them to the attempts. The attempts that, with the added bonus, have 5 or greater, will equal a success and the character will have learned it. The player can roleplay learning it however they wish and I'll assist them in that - going to the library, talking to people, perhaps doing training with someone, etc. The character will have learned these skills permanently - they will not have been forgotten.
If an attempt to learn something is failed, the player can try learning the skill again after two missions have passed.
Finally, if a player
forgets to try to use their GK attempts, or chooses not to, the "unused" attempts are not saved between missions.
Here's a short list of ideas for things that I would likely let people learn (in no particular order or priority):
Basic listening/speaking functionality of an alien language, or even sign language or morse code
Basic specs and details about common fighter models in the region
An understanding of the politics of an alien species
Generalized knowledge about how Mimir, Tartarus, or even alien clans operate
Good diplomatic tactics - +1 to charisma when trying to use diplomacy with someone that doesn't like you
Specialized martial arts - +1 to dodge/attack rolls in specific circumstances
Knowledge of how to lockpick and get through keypad-locked doors
The famous "parkour" skill - a bonus when jumping on/over things
In-depth scientific knowledge related to chemistry
Knowledge of special functions regarding REKT weapons and technology
Understanding of how to perform limited workarounds on a CASKET were something to fail
Skill at remote-hacking player ships for beneficial purposes - roll bonus to remote repair of systems
Culinary knowledge and skill sufficient to prepare a variety of alien (and/or human) dishes
Brawling skill - knowledge and practice when in non-weaponized combat
Skill at painting or something similar
Strong knowledge of geology and planetary formation processes
Solid grasp of astrophysics
Knowledge of how to pilot certain classes of ships
Knowledge of how to use warp travel successfully and accurately
Skill at haggling over prices to get the price down x% if at a market
General rules on general knowledge:
- It must be something most characters don't have access to
- It must not be something you could replicate with higher stats/skills, or, if so, only functions in specific circumstances
- If it would never come up in the future (so you could never use it) or it's something that I would never allow, I will inform you and give you a chance to change it.
General guidelines for what I'm more likely to accept:
-
General knowledge is a roleplay skill for smart characters. It is not about stats and giving you advantages in combat, although things may do that as a side effect.
- I'm more likely to give bonuses to things that sound like they would make things more fun - not for you, but for everyone.
- I'm more likely to give bonuses to things that better fit the story - both your roleplay, character backstory, and the campaign as a whole.
Things I'm less likely to accept:
- Things that "make things easier" or "make you more badass"
- Things that are harder to roleplay (i.e. they make more sense as a combat skill and less sense as a roleplay skill)
- Things that don't make sense with your character