Research Into Knowledges
Knowledges may be researched on a season by season basis. In order to research
a knowledge, one must have access to appropriate resources, eg. archive material
for history, or living old people for recent history, etc. Particularly good
sources may allow a bonus of up to +5 on the final roll.
Some knowledges may be amenable to experimentation, but may require some extra
material if experimentation is to be done.
- Magic Theory - Requires the expenditure of 1 pawn vis. If the
last season or seasons was spent in arcane experimentation, then a
bonus of +1 for one season, +3 for two seasons or +5 for three or more
seasons, may be added to the final roll.
- Medicine - requires cadavers
- Whatever Lore - requires travel, interview and so on. In most cases,
because of the extensive contact with other people, the final roll will
be reduced by the "Gift" penalty if applicable.
The final roll is a stress die (modified as mentioned above). If it exceeds
current skill, 2 eps are gained. If it exceeds current skill by a factor of
two, 3 eps are gained. If it exceeds current skill by a factor of 3 or more,
4 eps are gained. A botch loses 1 ep (although it will not actually reduce
a skill level.) Note: If the current level of the skill is less than five,
only 1 or 2 eps may be gained (rather than 2, 3 or 4). If the current skill
is greater than 9, Int may be added to the roll.
For other skills, practice, and so on, a character may make a simple roll+Int
once per season.
If the results is 5 or more, they gain 1 ep in the appropriate skill. The
skill must be one that could reasonably be practiced (eg. weapon skills for
grogs). This roll may sometimes be made concurrently with other activities.
(eg. weapons skills and normal grog duties, researching a magic item and
mastering a spell that would be used in the research, etc.).
Back to House Rules
Jeff Berry/ nexus@panix.com
/ Last Update 3/1/96