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Knowledge skills are only used to recall, research, or provide information. They have no tangible or practical benefit in the game setting except that they may compliment active skills you use. Following the list of knowledge skills below are rules for using knowledge skills in gameplay.
|A & B Corporations||Logic||Corporations||Grants information about businesses without extraterritoriality rights, their history, operation, structure, products, pros and cons, etc.|
|AA Megacorps||Logic||Corporations||Covers most corporations with extraterritoriality status, their history, operation, structure, practices, products, etc.|
|AAA Megacorps||Logic||Corporations||Reflects intimate knowledge of the big 10 megacorps, their history, operation, structure, practices, products, etc.|
|Astrogeology||Logic||Science||Covers topics of astronomy, geography, geology, meteorology, and other topics related to space and Earth.|
|Biology||Logic||Science||Grants information about anatomy, plants, animals, ecosystems, and other topics related to life on Earth.|
|Bureaucracy||Logic||Government||Represents intimate knowledge of government agencies, commissions, protocols, documentation, personnel, etc.|
|Corporate Law||Logic||Corporations||Includes knowledge of the Corporate Court, historical cases, protocol for adjudication, and private-sector regulations.|
|Finance||Logic||Economics||Focuses on methods of generating wealth through investment and expenses, accounting, and financial management.|
|Government Law||Logic||Government||Reflects knowledge of public law enforcement, justice systems, and legal doctrine of various nations.|
|Logistics||Logic||Economics||Covers management of assets, personnel, and transportation, usually for large and sophisticated operations.|
|Marketing||Logic||Economics||Grants information about strategies for increasing sales, advertisement methods and policies, and networking.|
|Physics||Logic||Science||Covers topics of universal forces, matter, energy, and subjects related to how the universe works.|
|Politics||Logic||Government||Understanding of power centers, knowledge of historical figures, philosophies, and the means of influencing law and social doctrine.|
|Sociology||Logic||Science||Grants information about psychology, social behavior and interaction, and other topics related to behavior and mental health.|
|Trade||Logic||Economics||Covers topics related to sales, negotiation, appraisal, and commerce networks.|
|Underworld||Logic||Government||Includes knowledge of underworld factions, their histories, personnel, territories, and enterprises, and their customs, themes, and habits.|
Knowledge skills can be used to gain understanding of a given scenario, usually by learning information about a relevant subject. Advancing ratings in active skills implies knowing about subjects related to what those skills do. For example, ratings in Solid Pistols mean knowing how a pistol is used, proper maintenance, minor repairs such as unjamming the weapon, ammunition appropriate for it, and so forth. By contrast, the Armorer skill would entail knowledge of weapon specifications, how to build the weapon, the history of its development and specific differences between different models of manufacture.
Knowledge skills are available to cover topics of study unrelated to actions, crafts, or talents. These skills represent theory, philosophy, and knowledge of recorded information. In light of matrix access, knoweldge skills also represent your ability to locate information with digital resources. The threshold for a knowledge check is indicative of that information’s obscurity, complexity, or rarity. The less known information is, the higher the threshold to retrieve it.
In most cases, you have but one opportunity to determine if you know something. Still, you may find new information or developments in a mission’s plot can justify a new test. When repeating a knowledge test about the same subject, the threshold will often increase. The only exceptions are if you spend significant downtime in researching the topic or if you increase your rating in the relevant skill. This increase may also be avoided if the new test focuses on different aspects of the original subject.
Practical knowledge can bolster active skill. You can roll a knowledge test when a subject covered by a given skill applies to a current goal or activity. Any net hits scored become a pool of bonus dice you may utilize for actions related to the test rolled.
When you use an active skill related to the supplement test, you may add any or all of these bonus dice to the active skill’s dice pool. How many dice you add must be chosen before rolling the test. Any bonus dice added are subtracted from your remaining pool. Additionally, you may also grant these bonus dice to related tests made by other characters so long as you can establish clear communication with that character for the duration of their action. Your pool of bonus dice remains available to you until all dice are used or until the information granted by the supplement test would become obsolete (such as after a mission is over or if there is a dramatic change in conditions).
Active skills and language skills can also be used to supplement other actions, but with certain limitations. Active skill knowledge typically can’t apply to itself. Your actions using a skill already employ your knowledge granted by that skill, so you cannot supplement an active skill with itself. Language skills supplement actions by clarifying or carefully structuring communication. Likewise, they cannot supplement themselves.
No single test may benefit from more than one skill of the same type. For example, bonus dice cannot be added to a test from multiple knowledge skills or from multiple characters who made supplement tests with knowledge skills. Also, characters cannot grant bonus dice from multiple supplement pools to the same test; a character can benefit any given test using one bonus dice pool only. Multiple characters can contribute bonus dice to a single test as long as each skill used was a different type (active, knowledge, or language).
Limit: You are only allowed one supplement test per topic per mission. The result of your test is kept until the mission ends and you are free to spend time to thoroughly research the same topic or until you increase your rating in the supplementing skill. The GM may also allow a new supplement test for the same topic if you uncover new or vital information specific to it, though the new supplement test also requires spending a point of Edge.
Glitches: If you roll a glitch on your supplement test, the GM gains a penalty dice pool for actions related to that topic equal to the number of 1s you rolled. These penalty dice are applied as a dice pool penalty in much the same way as bonus dice from a supplment test, but the GM chooses when they apply. If your character would be able to clearly communicate with an ally, these penalty dice may be applied to that character as well (though that ally may be entitled to a reactive knowledge check to determine your character is wrong). Note that if you glitch, but still succeed your supplement test, you still gain a bonus dice pool—the GM just also gains the penalty dice pool.
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