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Knowledge
Recalling information you know does not use an action, although sharing what you know with your companions can be time consuming and troublesome. For a topic that is impossible for you to know about, your result is 0. You can only roll Knowledge once for any topic. If you have a penalty on your roll, as that penalty is reduced, remove that penalty from your roll. Rolls defined on this page are Knowledge rolls.
Pass Knowledge (Varies - Speak)
Give your knowledge on a specific topic to each creature that can hear and understand you. They may reroll their Knowledge on that topic. Any Research done applies to the new roll. Give them a bonus on their roll up to your Skill Tier used for the Knowledge + any bonuses you have on the roll. Their result cannot exceed yours, so your Knowledge roll becomes the Result Limit. This takes a number of minutes equal to the bonus granted squared.
Teach (Tools - Speak)
If you know how to use an object, you can teach listeners how to use it. This takes a number of minutes equal to the base Craft Tier of the object squared. The DL for you and each listener is equal to the base Craft Tier of the object.
General (Any)
All Skills can be used for Knowledge. See Gameplay for examples of what each Skill can be used for. The Soulweaver sets the DL based on how common information on a subject is, and you gain information based on if you reach or exceed that DL.
  • On success, the basics about a subject, enough to narrow down what you need to research.
  • Exceed the DL by 3 to know some common traits that are unique about the subject.
  • Exceed the DL by 6 to know most details on the subject, including many that would not be common knowledge.
  • Exceed the DL by 9 to know everything on the subject.
Abilities (Magic or Athletics)
Roll Magic for magical abilities and Athletics for non-magical abilities. To recall or identify an ability that you are exposed to or may exist based on a type of desired effect, Element, or name is DL 9. Aspects that can only be learned during character creation are identified with creature Knowledge.
Increase the DL by 3 for each of these that applies to the ability: Boosted, each Augment, Ritual, and Affinity Mastery. If the ability has a numeric requirement, increase the DL by half the highest amount. If you know the ability, have an Affinity matching any it is attuned to, or sense the effect, reduce the DL by 6 for each.
  • On success, know the type, area, and Elements of the ability.
  • Exceed the DL by 3 to know its effect, Vocations and Skills targeted.
  • Exceed the DL by 6 to know its name, Boost, duration, and Influences and may learn the ability.
  • Exceed the DL by 9 to know everything about the ability, including how Trained it is and any effects applied to it.
Creatures (Nature or Magic)
When encountering a creature that is not your species with the same root abilities, their grouping determines the roll you make. Roll Magic to know about Fae and Magic type species, Aberrations, Magical Beasts and Sentient Objects or Nature to know about Naturals, Animals, Ancients, and non-magical beasts. The DL is 3 + creature's rarity. Playable Species are rarity 3 + 3 for each root ability and secondary species they have and +3 if they are Ancient. If you are part of the same group and for each shared root ability you have, gain +3 on your roll.
  • On success, know the creature's species, name, description, size, and movement types.
  • Exceed the DL by 3 to know its type, senses, where it is commonly found, how many normally gather together, what languages it normally speaks, if any, and how it normally attacks.
  • Exceed the DL by 6 to know its non-Root Species abilities, Species features, and common abilities it is known to learn.
  • Exceed the DL by 9 to know everything about it.
Diseases and Poisons (Nature or Magic)
Know about a non-magical disease or poison with Nature or a magical disease or poison with Magic. The DL is equal to the rarity.
  • On success, Identify its name, progression, and effect.
  • Exceed the DL by 3 to know how exposure occurs.
  • Exceed the DL by 6 to know how to attack it and what effect method a poison is.
  • Exceed the DL by 9 to know everything about it and gain +1 Nature rolls involving it.
History (Poise)
Knowing details about historical events that you did not experience is Poise, DL equal to the rarity of the knowledge. The broader the scope of the topic, the more general the details you know are.
  • On success, know basic information about when and where the events took place.
  • Exceed the DL by 3 to know names related to the topic, other locations that are connected to it, and may have some stories associated to it.
  • Exceed the DL by 6 to know details that have been verified and sources that have additional information on the subject.
  • Exceed the DL by 9 to know everything about it.
Objects and Crafting (Tools or Magic)
Knowing what an object does, how to use it, and how to craft it each requires a separate roll. After seeing an object used, you can roll for each what it does and how to use it. Otherwise, you must first handle the object for 1 minute x its Craft Tier. Roll Tools for non-magical objects or Magic for magical objects.
If you know how to craft objects of the type, gain a bonus on your roll equal to the Tier of object you can craft. Knowing how to use the object is DL 3 + Craft Tier. Knowing how to craft the object is DL 6 + double Craft Tier. Knowing details of what the object does is determined by your roll as shown below. Each object must be identified individually, even if you have identified objects of its kind before.
  • Knowing the type or material of a handled object or that an object of a specified purpose exists is DL equal to double the base Craft Tier. For materials, use Inlay Limit x 2 as the Craft Tier.
  • Exceed the DL by 3 to know what it does or is used for.
  • Exceed the DL by 6 to know its element and how much it has been Enhanced.
  • Exceed the DL by 9 to know everything about what the object can do.
Social (Poise)
Knowing how not to offend people of a given area or culture is DL 6. If you share a culture, reduce the DL by 6. If you share the same species and root abilities, reduce the DL by 3.
  • Exceed the DL by 3 to know about common mannerisms and deities.
  • Exceed the DL by 6 to understand subtle actions, traditions, and religious beliefs.
  • Exceed the DL by 9 to know about any secret societies, social rules, and lifestyle intricacies.
Terrain (Nature)
Knowing the effects of the environment and the landscape of an area you see or think of is Nature, DL 6.
  • Exceed the DL by 3 to gain +3 on Survival and Travel rolls in the area, know what environmental disasters may occur and their effects, and know what creatures may be commonly found there.
  • Exceed the DL by 6 and when using Survival, the food is always safe if the environment allows and notice if there are common traits out of place.
  • Exceed the DL by 9 to gain +1 on rolls involving environmental effects of the area.
Research Document
Research documents only contain information of a specified scope rated in Tiers. Reading a Research Document causes the document to use Pass Knowledge. It takes Scope Tier x Result Limit x 10 minutes to read. These examples show how much information may be covered based on the Tier of the document:
  • Tier 1: A single ability, disease, poison, object, Species with a specific Root combination, type of terrain in a specific location, or significant day in a specific region, or event customs such as for marriages, celebrations, or funerals in a single region.
  • Tier 2: Two abilities, diseases, poisons, or objects that have a trait in common, 2 Species with a specific Root combination, 1 significant week in a specific region, or common expected interactions to prevent causing offense in a specific place.
  • Tier 3: 4 abilities of a single attunement and Class, 4 objects with a shared Trait, 1 significant month in a specific region, laws and enforcement or a specific location, or a specific type of terrain.
  • Tier 4: All abilities of 1 style that do not have requirements, all poisons that have the same Method or Exposure, all diseases of the same sub-heading, 1 significant season in a specific region, politics and class interactions of a specific place, or all terrains in a specific region.
  • Tier 5: All abilities of 1 Style, all Root combinations of a Playable Species, 1 significant year in a specific region, or all traditions and their source or meaning of a specific place.
  • Tier 6: All abilities of a single attunement and Class, 1 significant decade in a specific region, or all Objects of a single type.
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