Difference between revisions of "Cognitive History (sage ability)"
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In game terms, the inclusion of a great event is a common thing; here, instead of "surprising" the players characters, they have forewarning of the events. This knowledge doesn't necessarily mean the players can prevent it; though they are almost certain to benefit from the knowledge in numerous ways, depending on their imagination and creativity. | In game terms, the inclusion of a great event is a common thing; here, instead of "surprising" the players characters, they have forewarning of the events. This knowledge doesn't necessarily mean the players can prevent it; though they are almost certain to benefit from the knowledge in numerous ways, depending on their imagination and creativity. | ||
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− | + | See [[History (sage study)]] | |
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− | See [[History (sage study) |
Revision as of 19:30, 8 January 2022
Cognitive history is an expert-status sage ability that bestows the ability to accurately predict the behaviour of large numbers of intelligent persons. The skill provides knowledge of onrushing mass events before they occur, giving characters the opportunity an attempt to prevent them or escape the event before it happens.
Events
Predicted events involve situations where matters of import between nations and peoples conflict, such as the initiation of a rebellion; the declaration of war; the strategy and movements taken by an invading army; the outcome of a battle; or disasters of a sociological nature, such as the onset of disease or famine.
From observation of current events, proclamations and the tenor of discussion in the streets, the character is able to see "signs" that portend one of these things occurring in the immediate or near future. The knowledge tells where it will occur, the causes and even a possible solution, provided steps could be taken to circumvent the situation before it arises.
Time Frame
The length of warning depends on the event; with some matters, the warning that certain events might occur would be a matter of days or weeks; with other things, years. The table provides a time frame for each sort of potential event — the occurrence of which is entirely in the Dungeon Master's hands.
Event | Frame of Warning |
Time until Exact Month is Known |
Time until Exact Day |
---|---|---|---|
Rebellion | 3-12 months | 5-6 weeks | 3-6 days |
Declaration of War | 7-12 months | 2-3 weeks | 1-3 days |
Path of Invading Army | — | — | 3 days |
Outcome of a Battle | — | — | 2-8 hours |
Sociological Disaster | 5-30 months | 1-4 months | 2 days |
In game terms, the inclusion of a great event is a common thing; here, instead of "surprising" the players characters, they have forewarning of the events. This knowledge doesn't necessarily mean the players can prevent it; though they are almost certain to benefit from the knowledge in numerous ways, depending on their imagination and creativity.