Know (Action)
Heroic Action Role-Play |
I hate my interests. - Seymour in Ghost World
This is a generic skill for the character's scholastic ability and knowledge. You know who is who, who did what, and when. You know art, culture, and history as well as laws and customs - all from a theoretical point of view. You understand the human sciences and can make educated guesses even about fields you have no direct experience with, such as alien cultures. Know also covers medicine, tough it takes schticks or powers to do more than basic first aid.
Know covers non-technical subjects and sciences, see Create for the technical stuff.
Know defaults to Mind and an outcome matching this attribute on a stunt directed against Know will often result in a Setback.
Use in Action
Know is most often used to realize things about a person or setting, such as the weaknesses and strengths of creatures and objects. You quickly pick up the lore of any region or juncture you pass through. You can perform research in depth, collecting information from libraries and by field study. You can hold lectures, debate with other scholars and write scientific books and penetrating news articles. By pondering the intricacies of a problem, you can often come up with a good solution, giving a bonus to other tasks. Know is also the skill to analyze and mitigate powers, governing Dispel powers.
Knowledge
You become very knowledgeable about a wide range of subjects. Naturally, your skills and background will play a major part in deciding what you know, but even outside your field of expertise you often give loads of trivia.
Regardless of your Know skill, you can still use the knowledge elements of any other skills you have - this is not a part of the Know skill, but a replacement for it. If you have both Know and another relevant skill, you can roll for both.
Contacts
You know other scholars, some of whom are allies or enemies form old debates. They might not like you, but they do respect you, and they are all very knowledgeable. You know people who have aided your field research. This includes practical experts in your field of study as well as people who can arrange transportation, hire crews, provide security, and other essentials.
Stunts
First Aid
Limit Break
You can stabilize a [Damage_(Action)#Damage_Setbacks|Critically Hurt]] character. This takes a DC 10 Know roll and must be done within one minute of the injury. It reduces the lasting effect of such damage, saving lives, reducing brain damage and helping future recovery. It does nothing for the immediate situation.
Mental Focus
Basic Action
You can use this stunt to focus your concentration and mental faculties, temporarily increasing your Mind rating. This is mainly useful in conjunction with powers based on Mind.
Make a Know roll; for every 4 points you score on this roll, your effective Mind is increased by one. A roll of 4 allows +1 Mind, 8 allows +2 Mind, 12 allows +3, 16 allows +4 and so on. The effect of the stunt lasts for the three shots it takes to take the action and for three short after that, allowing the next basic Action you make to benefit from this stunt.
Sage Advise
Basic Action
Decide upon a task and make a Know roll against the normal difficulty of this task. It doesn't matter if you know the skill that would normally be used. If you succeed, the next attempt to succeed at this task gets a +3 bonus. This lasts until used or until the end of the round. You can use the bonus yourself, or give others advice (and the bonus).
Spurious Logic
Inherent
You are skilled in debate and can create logical conundrums; tricks that can be simple for normal common sense to see through, but which are at least superficially logical and can fool logical automatons and others lacking common sense. In this way, you can bluff anyone who is immune or resistant to normal Charm, using your Know skill as tough it was Charm and bypassing any Charm resistance the target has. You cannot bluff ordinary people this way, only those with special resistances such as robots or those with Logical Detachment.