Difference between revisions of "Cognitive History (sage ability)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Cognitive History (sage ability).jpg|right|560px|thumb]]
+
[[File:Cognitive History (sage ability).jpg|right|595px|thumb]]
 +
'''Cognitive history''' is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] that bestows the ability to '''accurately predict''' the behaviour of large numbers of [[Intelligence (ability stat)|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.
  
The capacity to accurately predict the behavior of large masses of people, numbering in the tens of thousands, within the existing fabric of the general society. While the actions of one individual could not be foreseen, it is possible to predict events seizing masses of people before they unfold.
+
== 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.
  
The cognitive historian, for example, would be able to make a reasonable guess at range of dates at which time a rebellion or a revolution might begin; when an army could set out and what purpose that army might seek to achieve; the dangers presented by apparently passive groups such as nations or huge racial groups; as well as sentiments within a whole people against or for ideals relating to education, political change, economic well-being or morality. Through the use of this knowledge, actions on the part of those in power could serve to influence or suspend such movements from taking place.
+
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.
  
While the ability simply gives the character this knowledge, no special skills are gained which enable the character to convince others of the truth of such predictions. The character must gain respect for the character's knowledge through other means.
+
== 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.  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.
  
It is expected that the DM would reveal these mass movements to the character as though they had already taken place - though they won't until a month or more into the future. Thus the character is armed with legitimate knowledge, however the use to which this knowledge is applied.
+
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
 +
|-
 +
! Event !! Frame of<br>Warning !! Event Nearing !! Event Imminent
 +
|-
 +
| Rebellion || 3-12 months || 4-6 weeks || 3-6 days
 +
|-
 +
| Declaration of War || 7-12 months || 2-3 weeks || 1-3 days
 +
|-
 +
| Appearance of Invading Army || 3-5 days || 1 day || 2-5 hours
 +
|-
 +
| Outcome of a Battle || 6-24 hours || 2-8 hours || 1 hour
 +
|-
 +
| Sociological Disaster || 5-30 months || 1-4 months || 2 days
 +
|}
  
Remember that the size of the group is the determining factor regarding the time before a prediction made manifests, in addition to the accuracy of that prediction; no prediction can be made of any number of persons less than 10,000:
+
==== Table Explanation ====
:*10,000 persons would enable predictions up to a random 1-9 days into the future.
+
''Frame of Warning'' indicates the approximate frame of time in which a great event is going to take place within a hundred miles of the character's location. For example, the DM would literally tell the character that, "Within the next three to twelve months, there's going to be a rebellion."  This is all the character knows, for now.
:*100,000 persons would enable a prediction with a spread of 1-7 days up to 2 weeks into the future.
 
:*1,000,000 persons would enable a prediction with a spread of 1-5 days up to 1 month into the future.
 
:*10,000,000 persons would enable a prediction with a spread of 1-3 days up to 2 months into the future.
 
:*100,000,000 persons would enable a prediction of the exact day up to 4 months into the future.
 
<br>
 
Thus, if a nation of 2 million persons were set to declare war on the 7th of April, 22 days from now, the character would know that the event would occur sometime between 5th of April and the 9th. Note that as the date approached, the character's knowledge of the exact day would NOT improve.
 
  
 +
''Event Nearing'' updates both the amount of warning and where the event will occur.  I fill in more pertinent details relating to the size and danger presented.
  
See [[History (sage study)|History]]
+
: '''For example''', while the character formerly knew an invading army would appear in 3-5, NOW the character knows it will be here tomorrow.  The character also learns where the invading army is coming from and how large it is.
  
[[Category: Lacks Image]]
+
''Event Imminent'' updates the character again; the character also learns more details, such as the leader, what specific entities are involved and the scale of what's about to happen.
 +
 
 +
==== When to Give the Knowledge ====
 +
In each case, the DM rolls the exact time before which an event will occur, withholding this knowledge from the player.  The player is then told when the ''accurate'' number of hours separates the character from the event.
 +
 
 +
: '''For example''': as DM, for the initial "frame of warning," I roll 6d4, learning that a battle is going to end in 14 hours.  Then, 14 hours before the battle ends, I tell the character that the battle "will end in 6-24 hours;" the character doesn't know from this that ''14 hours'' is the exact end.
 +
 
 +
: To determine when to reveal the "event nearing" frame, I roll 2d4, getting a result of 2; two hours before the battle ends, I tell the character the outcome of the battle "will end in 2-8 hours."  Then, 1 hour later, I tell the character the battle will end in one hour.
 +
 
 +
== Notes ==
 +
Unquestionably, not an easy sage ability to manage or run.  The DM must use caution and good sense in knowing what information to reveal, and how much, to best produce a reasonable facsimile of the character having insight into mass events based on his or her knowledge of history.  It's well to remember that most characters possessing this knowledge will be 8th level and higher, and that they've forsaken many other possible sage abilities in order to possess this one.
 +
 
 +
 
 +
See [[History (sage study)]]
 +
 
 +
[[Category: Sage Abilities]]

Latest revision as of 20:16, 8 January 2022

Cognitive History (sage ability).jpg

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. 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.

Event Frame of
Warning
Event Nearing Event Imminent
Rebellion 3-12 months 4-6 weeks 3-6 days
Declaration of War 7-12 months 2-3 weeks 1-3 days
Appearance of Invading Army 3-5 days 1 day 2-5 hours
Outcome of a Battle 6-24 hours 2-8 hours 1 hour
Sociological Disaster 5-30 months 1-4 months 2 days

Table Explanation

Frame of Warning indicates the approximate frame of time in which a great event is going to take place within a hundred miles of the character's location. For example, the DM would literally tell the character that, "Within the next three to twelve months, there's going to be a rebellion." This is all the character knows, for now.

Event Nearing updates both the amount of warning and where the event will occur. I fill in more pertinent details relating to the size and danger presented.

For example, while the character formerly knew an invading army would appear in 3-5, NOW the character knows it will be here tomorrow. The character also learns where the invading army is coming from and how large it is.

Event Imminent updates the character again; the character also learns more details, such as the leader, what specific entities are involved and the scale of what's about to happen.

When to Give the Knowledge

In each case, the DM rolls the exact time before which an event will occur, withholding this knowledge from the player. The player is then told when the accurate number of hours separates the character from the event.

For example: as DM, for the initial "frame of warning," I roll 6d4, learning that a battle is going to end in 14 hours. Then, 14 hours before the battle ends, I tell the character that the battle "will end in 6-24 hours;" the character doesn't know from this that 14 hours is the exact end.
To determine when to reveal the "event nearing" frame, I roll 2d4, getting a result of 2; two hours before the battle ends, I tell the character the outcome of the battle "will end in 2-8 hours." Then, 1 hour later, I tell the character the battle will end in one hour.

Notes

Unquestionably, not an easy sage ability to manage or run. The DM must use caution and good sense in knowing what information to reveal, and how much, to best produce a reasonable facsimile of the character having insight into mass events based on his or her knowledge of history. It's well to remember that most characters possessing this knowledge will be 8th level and higher, and that they've forsaken many other possible sage abilities in order to possess this one.


See History (sage study)