Action: Recall Action | ◈

When it comes to creatures, items, places, and even some things; a player can make a skill check to remember what they've already learned. This is a Recall Action, or a Recall Knowledge check, and functions for almost every entity in CHASE.

 

A Recall Action can only be done once a turn per subject, unless stated otherwise.

 

When and how to use

  Recall Actions use the Knowledge: History skilll for all skills, but can be supplanted with other specific Knowledge Skills and even Lore Skills. Some Talents, feats, or features may allow for other cross skill compatibility. A GM may also allow the use of another skill in the event it may be reasonable to do so (e.g. Using Profession: Alchemist to Recall information about a Magical Potion). The DC may also be adjusted to accommodate.  

DC

A traditional DC for a Recall Action is 15 + leveled modifiers (TL or Item Power Level + Magic Power Level, etc) + Rarity. This may be altered by the GM at their behest.  

Recall Identification (Note: History can be used for eacah/all)

Creature Trait Related Skill
Aeon Adventuring, Knowledge: Esoterica, Knowledge: Religion
Beast Adventuring, Knowledge: Nature
Celestial Adventuring, Knowledge: Religion
Construct Adventuring, Knowledge: Esoterica, Tinker
Devil Adventuring, Knowledge: Religion
Divine Knowledge: Religion
Dragon Adventuring, Knowledge: Esoterica
Elemental Adventuring, Knowledge: Esoterica, Knowledge: Nature
Fey Adventuring, Knowledge: Nature
Fiend Knowledge: Religion
Humanoid Adventuring, Knowledge: Society
Monstrosity Adventuring, Knowledge: Esoterica
Mythical Beast Adventuring, Knowledge: Esoterica, Knowledge: Nature
Ooze Adventuring, Knowledge: Esoterica
Plant Adventuring, Knowledge: Nature
Seraph Adventuring, Knowledge: Religion
Spirit Adventuring, Knowledge: Esoterica, Knowledge: Religion
Titan Adventuring, Adventuring, Knowledge: Esoterica
Undead Adventuring, Knowledge: Religion
 

Learning More

A player may follow up on a Recall Action if they please, rolling another applicable skill check once they know more. One can also attempt to learn more of a subject they've already attempted to understand, but the DC may be adjusted by the GM with each use. The common rule is to adjust the DC up by +3 or +5, depending on the difficulty, but this can be altered at the GM's behest.   One is also still limited to one attempt per subject per round, unless stated otherwise.

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