Knowledge
This score is a measurement of the characters educational experienceswhether in a school or on the streets, his grasp of languages, and his memory capacity. A character with a high Knowledge score can speak many languages, knows something about several subjects, and can remember the slightest detail of a past event.
Table 9: Knowledge
Knowledge |
Bonus # |
% Learn |
|
Score |
Profs. |
Spell |
|
38 |
1 |
|
|
9 |
2 |
35% |
|
10 |
2 |
40% |
|
11 |
2 |
45% |
|
12 |
3 |
50% |
|
13 |
3 |
55% |
|
14 |
4 |
60% |
|
15 |
4 |
65% |
|
16 |
5 |
70% |
|
17 |
6 |
75% |
|
18 |
7 |
85% |
|
19 |
8 |
95% |
|
20 |
9 |
96% |
|
21 |
10 |
97% |
|
22 |
11 |
98% |
|
23 |
12 |
99% |
|
24 |
15 |
100% |
|
25 |
20 |
100% |
Bonus # Proficiencies: This is the maximum number of additional languages a character with the appropriate Knowledge score can learn. If you are using the character point system introduced in the previous chapter, this is the number of bonus character points the character gains when buying proficiencies. For example, Theodor the fighter has an Intelligence/Knowledge of 12, which gives him 3 bonus proficiencies under the standard rules, or 3 extra character points under the character point system.
% Learn Spell: This is the percentage chance (on 1d100) that a wizard can learn to cast a particular spell. If the roll is equal to or less than the listed chance, the wizard can learn the spell. If the roll is higher than the listed chance, the wizard can try to learn the spell laterafter gaining an experience level.
Proficiencies: Knowledge is the base number used with proficiencies such as ancient and local history, ancient and modern languages, and reading/writing.