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Rising Legends: Knowledge
Knowledge
You will use your knowledge to survive as you explore, however knowing everything on your own is impossible. By working with a team, you will hopefully have the information needed to face the challenges before you. The world is filled with specialists you may call on as a task requires it, and you may even become one yourself. Rolls defined on this page are Knowledge rolls.
Any time a subject arises that you might have knowledge about, roll to see how much you know. You may choose to roll for Knowledge at any time to recall information based on a desired effect or trait. Every subject falls into a category of knowledge that grants different types of details based on your roll. Most subjects are clearly defined, while all others fall into general.
You can only roll once about a specific topic and can then use Research to increase you roll in the future. As your result increases, you may gain additional information on the subject. For a topic that is impossible for you to know about, your initial result is always 0. If you have a penalty on your roll, as that penalty is reduced, remove that penalty from your roll.
Abilities (Varies)
Your Knowledge about non-magical abilities is based on Athletics. Magical abilities is based on Magic. Aspects that can only be learned during character creation are identified with creature Knowledge.
  • Reach DL 9 to know the type, area, and Elements of the ability.
  • Exceed the DL by 3 to know its effect, Vocations and defense Skill.
  • 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.
Increase the DL by 3 for each of these that applies to the ability: Ritualized, each Augment, 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 its Affinities, or sense the effect, reduce the DL by 6 for each.
Creatures (Varies)
Your Knowledge about Ancients, Fae, and Magic origin type Species, Aberrations, Magical Beasts and Sentient Objects is based on Magic. Natural and Animal Species and non-magical beasts is based on Nature. This provides the most common values for a type of creature but not the exact details of a specific creature.
  • Reach DL 3 + creature's rarity to know the creature's Species, name, description, size, and movement types.
  • Exceed the DL by 3 to know its senses, where it is found, how many gather together, what languages it speaks, if any, and how it attacks.
  • Exceed the DL by 6 to know its non-Root Species abilities, Species features, and abilities it is known to learn.
  • Exceed the DL by 9 to know everything about the type of creature.
Playable Species are rarity 3. The rarity is 3 higher for each Root ability they have, for each secondary Species they have, and if they are an Ancient Species. If you are part of the same Species origin type and for each shared Root ability and Species you have, reduce the DL by 3.
Diseases and Poisons (Varies)
Your Knowledge about magical diseases and poisons is based on Magic. Non-magical diseases and poisons is based on Nature.
  • Reach DL equal to the rarity to 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 or type a disease is.
  • Exceed the DL by 9 to know everything about it and gain +1 on Nature rolls involving it.
History (Poise)
Your Knowledge about historical events is based on Poise. The broader the scope of the topic, the more general the details you know are.
  • Reach DL equal to the rarity to 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.
Materials (Tools)
Your Knowledge about raw materials and the materials a specific object is crafted of is based on Tools.
  • Reach DL equal to 3 + Craft Modifier to know the material's name, density, durability, base thickness, and Craft Modifier.
  • Exceed the DL by 3 to know the material's Reduction and if it is conductive or flammable.
  • Exceed the DL by 6 to know its Inlay Limit.
  • Exceed the DL by 9 to know everything about the material.
Objects (Varies)
Your Knowledge about magical objects is based on Magic. To roll about a magical object you have encountered but not seen used, you must first handle the object for a number of minutes equal to its Craft Tier. Non-magical objects is based on Tools. Each object must be identified individually, even if you have identified objects of its kind before.
  • Reach DL 3 + Craft Tier, excluding Enhancements, to know what action is required to use the object.
  • Exceed the DL by 3 to know what it does or is used for.
  • Exceed the DL by 6 to know its element, how much it has been Enhanced, and how to Craft it.
  • Exceed the DL by 9 to know everything about the object.
If you know how to craft objects of the type, reduce the DL equal to the Tier of object you can Craft.
Social (Poise)
Your Knowledge about the etiquette, values, and social norms of a culture or area you encounter is based on Poise.
  • Reach DL 6 to know how not to offend people of a given area or culture.
  • 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.
If you share a culture, reduce the DL by 6. If you share the same Species and Root abilities, reduce the DL by 3. When used about a specific creature, gain +1 on Social actions against them for each 3 you exceed the DL.
Terrain (Nature)
Your Knowledge about a terrain and its weather conditions is based on Nature.
  • Reach DL 6 to know the common range of Tiers of each Environmental Factor and Precipitation within the area.
  • Exceed the DL by 3 to know the common range of Tiers of each Environmental Disaster and Obstructions within the area, know what creatures may be commonly found there, and gain +3 on Survival and Travel rolls in the area.
  • Exceed the DL by 6 to notice if there are common traits out of place, know what standard materials are commonly found in the area, and cause food you find with Survival to always be safe to eat if the environment allows.
  • Exceed the DL by 9 to know what exotic materials are commonly found in the area and gain +1 on Skill rolls caused by the Environment while in the area.
General (Any)
For any topic that does not fit into another category, the Soulweaver determines what Skill to roll. The DL is based on how common they determine the information on the subject is.
  • On success, know 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.
Recollection (Major - Varies)
You can think back on your experiences during gameplay to recall details you may have missed or forgotten. Roll the Skill that would be used for Knowledge about the information you want to recall, DL 9. If you fail to recall information, you cannot try again the same day.
The DL may be adjusted by the Soulweaver. Reduce the DL by 3 if the subject was sensed using your Primary Sense. Increase the DL by 2 if the subject is just part of your regular day.
Many other factors can play into adjusting the DL. The DL may be reduced if you sensed the subject multiple times or if the subject is unique and stands out. The DL increases as time passes.
Research (10 Minutes - Poise)
After you make a Knowledge roll, you can use Research to improve your result by 1, DL 3 + prior successes on the topic. Each time you Research the topic again, it takes the same amount of time as the total time you have spent Researching the topic. Research requires speaking with people, even your own party members, that may know about a topic or having access to documents that may have related information or the opportunity for trial and error. Research can be interrupted by other activities and does not reset.
Teach (Varies)
Communicate your knowledge on a specific topic to each creature that can understand you. They may reroll their Knowledge on that topic. Any Research they have done applies to the new roll. Give them a bonus on their roll equal to your Skill Tier used for the Knowledge + any bonuses you have on the roll. Your own result is the limit for how much they can learn from you, so their result cannot exceed yours. This value is referred to as the result limit. This takes a number of minutes equal to the bonus granted squared.
Research Document (Varies)
Research documents only contain information of a specified scope rated in Tiers. Reading a research document causes the document to use Teach. 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 date 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, 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 Affinity and Class, 4 objects with a shared Trait, 1 significant month in a specific region, laws and enforcement for 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 type, 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 Affinity and Class, 1 significant decade in a specific region, or all objects of a single type.
The Shard value of a document is 10 x Scope Tier x result limit x Teach bonus x (5 + Teach bonus). If the Teach bonus is 0, treat it as 1/2 to calculate the cost.
Blueprints
Blueprints are directions for crafting a specific object and each grants a specified bonus. When using blueprints to craft an object, apply the bonus in each of these ways:
  • Treat the Craft Tier as lower to determine if you can Craft it.
  • Reduce the DL to craft it.
  • Reduce your progress made.
Blueprints cost 2 x (the Craft Tier of the object squared) x (the bonus squared) Souls.


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