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Knowledge Skills 101

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Bushw4cker

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« on: <01-25-14/1459:05> »
I'm working on a list of Knowledge skills that I can give my players to help with Character creation. I feel some of the  Knowledge skills are too specific and would make more sense being a specialization of a broader skill. For example Smuggling Routes. Someone who knows Smuggling Routes, would probably know a thing or two about actual Smuggling, so I think it would make more sense for Smuggling Routes to be a specialization....
. Smuggling (Smuggling Routes +2)

Here's my list so far. I included an example of a specialization. Anything good I'm missing? Let me know what you think of my list. Thanks

Trid Shows (Reality Shows +2)
Politics (Local Area +2)
Organized Crime (Yakuza +2)
Police Procedures (Lone Star +2)
Business (Entertainment +2)
Economics (Macroeconomics +2)
Literature (Fantasy +2)
History (UCAS +2)
Fashion (Mens +2)
Sports (Urban Brawl +2)
Music (Gob Rap +2)
Matrix Games (MMOs +2)
Street Drugs (Dealers +2)
Magic Theory (Astral Space +2)
Simsense (BTLs +2)
Pyschology (Behaviorism +2)
Sociology (Criminology +2)
Military (Army +2)
Security (Matrix +2)
Parazoology (Urban Critters +2)
Sprawl Life (Seattle +2)
Chemistry (Biochemistry +2)
Biology (Genetics +2)
Anatomy (Human +2)
Firearm Design (Pistols +2)
Local Area Know (Safe Houses +2)
Law (Corporate +2)
Corporate Politics (Saeder-Krupp +2)
Gang Identification (Seattle +2)
Gang Turf (Seattle +2)
Botany (Herbalism +2)
Earth Science (Geology +2)
Smuggling (Smuggling Routes +2)
Physics (Thermodynamics +2)
Talismongering (Foci +2)
Materials Science (Metallurgy +2)
Magic Background (Manatech +2)
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Pontoark

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« Reply #1 on: <01-25-14/1502:52> »
Chemistry already is a skill (page 144) and Biochemistry is the suggested specialization :P

JackVII

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« Reply #2 on: <01-25-14/1507:07> »
That's "Chemistry, the Active Skill" as opposed to "Chemistry, the Knowledge Skill." Granted, I'm not sure how you would have the first without the second, but I can easily see having the second without the first. Knowledge means you have the basic understanding of chemistry (covalent bonds and all the other stuff I forgot from HS Chemistry). Active involves actually being able to work around a lab, understanding safety procedures, not blowing yourself up or creating toxic clouds on the reg, etc..

In older editions, you received free knowledge skill ranks equal to half your active skill ranks in the appropriate areas.
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DeathEatsCurry

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« Reply #3 on: <01-25-14/1534:23> »
Think breaking bad. All the cooks know how to make their drugs, but they dont know jack about thr chemistry behind it. Chemistry, the active skill, is the application of chemistry the knowledge skill. Dont forget, an active skill can substitute for a knowledge skills at a -x penalty.

Michael Chandra

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« Reply #4 on: <01-25-14/1616:44> »
Knowledge skills don't necessarily need to be of a specific width. The more detailed a knowledge skill is, the more easily you pick up tough knowledge and finer details.

Active skills let you use them as knowledge skills, by the way, it's in the Defaulting info.
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Pontoark

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« Reply #5 on: <01-25-14/1626:46> »
Active skills let you use them as knowledge skills, by the way, it's in the Defaulting info.

I wasn't aware of if.

JackVII

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« Reply #6 on: <01-25-14/1645:41> »
Active skills let you use them as knowledge skills, by the way, it's in the Defaulting info.

I wasn't aware of if.
It's actually in one of the sidebars on the same page as the Defaulting rules. It's a bit of a GM Fiat rule rather than a hard-and-fast rule, unless I am missing something.
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Michael Chandra

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« Reply #7 on: <01-25-14/1659:58> »
Normal defaulting with a related skill is GM Fiat, including the exact defaulting penalty. Swapping a knowledge skill with an active skill, however, is stated as always being possible. So the GM decides the penalty, but it's possible.
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JackVII

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« Reply #8 on: <01-25-14/1725:26> »
Normal defaulting with a related skill is GM Fiat, including the exact defaulting penalty. Swapping a knowledge skill with an active skill, however, is stated as always being possible. So the GM decides the penalty, but it's possible.
I personally would consider the standard defaulting rules of a -1 penalty for defaulting to an attribute as a true hard and fast rule. Why I said it was a "bit" of a hard and fast rule. The defaulting penalty assessed by the GM by fiat could put it beyond possible.
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dmfubar

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« Reply #9 on: <01-25-14/1808:16> »
This may or may not help out, but here is a list I came up with after going through several 4th ed books. It can be condensed using Specializations as the OP suggests, but I just copied them as they were presented...

20th Century Sci-Fi
21st Century Films
21st Century History
Action Movies
Action Trids
African Politics
Alcohol
Anatomy
Ancient Civilizations
Ancient Mythology
Ancient Texts
Animal Psychology
Arcanoarchaeology
Archeology
Architecture
Area Knowledge: Denver
Area Knowledge: Houston
Ares
Ares Macrotechnology
Ares Personnel
Arhabaskan Vacation Hotspots
Art
Art Fences
Art History
Art Styles
Artificial Intelligences
Assassination Techniques
Astral Research
Atlanta Streets
Atlantean Myths
Auto Mechanics
Aztechnology
Aztlan Politics
Aztlan Street Gangs
Ballistics
Bangkok Street Food
Banking
Baseball
Baseball Stats
Biology
Black Markets
Blade Design
Bogota Streets
Border Patrol Tactics
Breaking and Entering Techniques
British Nobility
British Rock Bands
Broadcast Law
Broadway Musicals
Brothels
BTL Dealers
Buddhism
Bug Spirits
Bully Tactics
Bureaucracy Hacks
Business
Business Management
Business Practices
Cargo Craft
Cartel Structure
CAS Gangs
Catholic Church
Chat Rooms
Chemistry
Chess
Chicago Area
Chicago Street Gangs
Chop Shops
City Streets
Classical Art
Classical Literature
Cleaning Supplies
Club Music
Club Scene
Combat Bike Schedule
Combat Biking
Combat Biking Leagues
Comic Books
Computer Background
Computer Hardware
Computer History
Computer Software
Conspiracy Theories
Cop Trids
Corporate Culture
Corporate Finances
Corporate History
Corporate Law
Corporate Matrix Security Procedures
Corporate Policies
Corporate Politics
Corporate Rumors
Corporate Security
Corporate Security Procedures
Corporate Security Tactics
Corrections Systems
Covert Surveillance Techniques
Criminal Hideouts
Criminal Organizations
Criminal Psychology
Criminal Rackets
Crook Hangouts
Databases
Data Havens
Design
Diplomacy
Dive Bars
Draco Foundation
Dracoforms
Draconic History
Dragon Etiquette
Dragon Society
Dragons
Drugs
Dwarf Anatomy
Eastern Tiger Corporate Structure
Eco Groups
Economics
Elf Anatomy
Elven Wine
Engineering
Entertainment Politics
Espionage
European Politics
Evaluate Goods
Evo
Fashion
Fast Food
Fences
Feng Shui
Finances
Fine Cuisine
Fine Restaurants
Firearms
Firearms Design
Firearms History
Firearms Manufacturers
Fixers
Folk Music
Forensics
Frat Houses
Fringe Cults
Futurist Theories
Gambling
Gambling Odds
Gaming
Gang Culture
Gang Identification
Gang Turf
Gangs
Gardening
Gear Values
Geography
Goblin Rock
Goblin Rock Bands
Golf
Great Dragons
Guerrilla Tactics
Gun Trivia
Handgun Manufacturers
Health Clubs
High Society
Hinduism
Historical North America
History
Hong Kong Action Movies
Horizon
Horizon Corporate Structure
Horses
Hospital Procedures
Hospital Protocal
Hospital Routes
Human Anatomy
Humanis Policlub
IC Identification
Illegal Fighting Circuits
Illegal Goods
Image Crafting
Implants
Infected, The
Insect Spirits
International Politics
Islam
Japancorps
Journalism
Jungle Ecology
Kansas City Sreets
Law
Law Enforcement
Law Enforcement Organizations
Law Enforcement Procedures
Law Enforcement Strategies
Law Enforcement Techniques
Linguistics
Literature
Local Area Knowledge
Local Charity Shelters
Local Gangs
Local Hot Spots
Local Junkyards
Local Politics
Lone Star Patrols
Lone Star Procedures
Mafia Politics
Mafia Safe Houses
Magic Artifacts
Magic Background
Magic Groups
Magic History
Magic Knowledge
Magic Theory
Magic Trids
Magical Goods Value
Magical Phenomenon
Magical Politics
Magical Security
Magical Threats
Manhattan Developer Consortium
Matrix Architecture
Matrix Chat Rooms
Matrix Design
Matrix Games
Matrix Gangs
Matrix Groups
Matrix Hangouts
Matrix Hardware
Matrix Programs
Matrix Rumors
Matrix Security
Matrix Security Design
Matrix Security Procedures
Matrix Security Techniques
Matrix Sites
Matrix Theory
Media
Media Gossip
Media Hot Spots
Media Stars
Medical Advances
Medicine
Megacorp Interests
Megacorp Law
Megacorp Politics
Megacorps
Memes
Mercenary Groups
Mercenary Hangouts
Mercenary Units
Metahuman Architecture
Metahuman Culture
Metahuman Customs
Metahuman History
Metahuman Laws
Metahuman Magic Groups
Metahuman Psychology
Metalworking
Metaphysics
Metaplanes
Mid-Twentieth Century Music
Military
Military Psychological Operations
Military Service
Military Tactics
Mitsuhama
Mitsuhama Gossip
Mitsuhama Tech
Mob Politics
Modern Literature
Motorcycle Manufacturers
Music
Mystic Legends
Nagoya Safehouses
National Politics
Nature Sims
NeoNET
NeoNET Personnel
Nippon Professional League Baseball
Numbers Running
Operating Systems
Organleggers
Origami
Ork Anatomy
Ork Underground
Paparazzi Control
Parabotony
Parazoology
Party Drugs
Patrol Procedures
Personal Trainers
Pharmaceuticals
Philosophy
Physiology
Pirate Trid Broadcasts
Places to Stay
Poetry
Poison Antidotes
Poisons
Police Procedures
Political Communications
Political Groups
Political Thrash Rock
Politics
Popular California Nightclubs
Popular Clubs
Popular LA Clubs
Popular Music
Portland Area
PR Techniques
Private Art Collectors
Psychology
Public Relations
Public Speaking
Public Transportation Routes
Racing Bikes
Racing Odds
Racist Blogs
Radical Groups
Reagents
Renraku
Riot Porn
Runner Groups
Runner Hangouts
Runner Hideouts
Runner Havens
Runner Networks
Saeder-Krupp
Safe Houses
Sci-Fi Sims
Sci-Fi Trids
Science Fiction
Seattle Area
Seattle Politics
Seattle Sprawl
Seattle Street Gangs
Seattle Streets
Secret Spots
Security Companies
Security Design
Security Procedures
Security Protocals
Security Providers
Security Systems
Security Theory
Shadowrunner Lore
Shadowrunner Teams
Shadowrunners
Shiawase
Shinto
Short Cuts
Simporn Trivia
Simsense Production
Simsense Star Trivia
Simsense Trivia
Simstars
Singularity Research
Small Squadron Tactics
Smelting
Smuggler Havens
Smuggler Safe Houses
Smugglers
Smuggling Routes
Social Networks
Sociology
SOTA Identification Technology
SOTA Security Systems
SOTA Simsense Technology
SOTA Technology
Spirits
Sports
Sports Trivia
Street Docs
Street Drugs
Street Gangs
Street Rumors
Strip Clubs
SWAT Tactics
Syndicates
Tenant Law
Thai Culture
Thailand Politics
Tir Na Nog Politics
Tir Tairngire Corporations
Tir Tairngire High Society
Tir Tairngire Politics
Tradecraft
Triad Traditions
Trivia
Troll Anatomy
UCAS Military Techniques
UCAS Politics
Undercover Cop Identification
Underground Fetish Clubs
Underworld Hangouts
Underworld Personalities
Underworld Politics
Urban Brawl Odds
Urban Brawl Schedule
Urban Brawl Statistics
Urban Brawl Teams
Vampire Lore
Vehicles
Vermin
Virology
Virtual Meeting Spots
Wanted Criminals
Weapons
Weapons Manufacturers
Wines
Woodworking
World Geography
Wuxia Action Trids
Wuxing
Yachting
Yakuza Culture
Yakuza Politics
Zen Meditation

Dakka

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« Reply #10 on: <01-26-14/0210:36> »
Great Galloping Skill Lists!  That is one detailed list of knowledge skills.

Michael Chandra

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« Reply #11 on: <01-26-14/0459:18> »
The one thing I always miss with those lists is the type of each skill. Professional vs Academic doesn't matter, but Professional vs Street always requires a bit of thinking for me.
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Bushw4cker

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« Reply #12 on: <01-26-14/1045:39> »
Wow thanks for the list...
I'm trying to condense things down a bit for new players, especially since you get far less points to spend in knowledge skills than in previous editions.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Crazy Ivan

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« Reply #13 on: <01-26-14/1201:44> »
I've contemplated giving the players X amount of knowledge skill points solely for a hobby/interest/flavor. It's never a huge amount, usually 4-5, but they are restricted to being purely "Interest" skills.
Ideally, they are skills that don't really have an application unless the player is really stretching it or very circumstantial. Skills like Fashion, specific media hobbies (Romance Simsense), conspiracy theories, or some other obscure hobby/interest. It's entertaining to have a good role-player that can look at free-points solely to spice up a character at the table and not on the dice.

But that's just my opinion.

Bushw4cker

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« Reply #14 on: <01-26-14/1736:00> »
I'm trying to get a short list together for starting players. I find one of the hardest things when making characters is coming up with Knowledge skills. It's nice to have one or two Knowledge skills that are just for Flavor. That's a good idea Crazy Ivan, I might consider doing that. I think most should be skills that get rolled once in a while.
I like to take Trid Shows for most of my characters. In 2075, think most people, in their downtime, probably turn on the Trid. You'd be amazed how much my knowledge of Trids has come in handy for my characters. Paranormal Animals? I saw this documentary about Hell Hounds on Discovery Magic Channel!

I'm trying to compress the list of Knowledge skills, many of them are the same thing listed twice. Some are way to specific, some are way to broad. I think it makes a lot more sense for most of the ones listed to be specializations.
« Last Edit: <01-26-14/1746:52> by Bushw4cker »
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett