Knowledge
Knowledges are part of the game rules for the Arc Survivor pillar that was introduced in the Gambler's Chest Expansion.
Knowledges are techniques for showdown, hunt, and settlement phases. Unlike fighting arts, knowledges can evolve with careful observation from a hazy idea into a powerful weapon. Survivors learn knowledges from their philosophies and at the Forum settlement location in the arc settlement. Rules for each knowledge are found on their corresponding knowledge card. Knowledge cards can be gained from the knowledge deck, the Forum, or added from the game box.[1]
Knowledge Cards[edit | hide | hide all]
Knowledge cards have the rules for performing them, and observation conditions that describe how the knowledge might evolve. Not all knowledge evolves.
Anatomy of a Knowledge Card[edit | hide]
Knowledge Cards feature the following components:
- Name and Level: The name and level of the knowledge card (indicated by a roman numeral).
- Lumi Cost: Knowledge can be gained at the Forum settlement location for a lumi cost.
- Keywords: Knowledge cards have keywords that indicate information about the knowledge.
- Card Art: Unqiue, evocative art.
- Rules: Rules for performing the knowledge.
- Observation Condition: Knowledge can improve with mindful practice. The observation conditions describe what must occur to make an observation.
- Observations: Boxes indicate how many times survivors must make an observation before a knowledge can level up.
- Level Up: When a survivor completes all observations, the knowledge levels up in one of three ways.
Recording Knowledge[edit | hide]
When a survivor gains a knowledge, they record its name (including its level, if it has one), rules, observation condition, and number of observation boxes on their arc survivor record sheet. Arc survivors have three knowledge slots; one slot for their tenet knowledge, and two slots for any other knowledges.[1]
Using Knowledge[edit | hide]
Survivors most often use their knowledge during the showdown phase. The rules on knowledge cards describe how and when to use them and any existing limits.[1]
Knowledge with a Theory[edit | hide]
Some knowledges begin as an inkling of an idea too hazy to have any effect. Survivors must make enough observations to replace the knowledge with the next level to benefit from their careful observations.[1]
Knowledge with Attributes[edit | hide]
Some knowledges give survivors positive or negative attributes. Apply these effects to the survivor's attributes as long as they possess the knowledge. When this knowledge is removed or cannot be used, the attribute modifier no longer applies.[1]
Knowledge Deck[edit | hide]
The knowledge deck grows and shrinks as survivors obtain dizzying new heights of enlightenment.[2]
Starting Knowledge Deck[edit | hide]
During the prologue of a campaign that features arc survivors, players will build the initial starting knowledge deck of four cards with the starting keyword.[2]
List of Starting Knowledges[edit | hide]
Gaining Knowledge[edit | hide]
For arc survivors, the consequences of gaining knowledge are profound. They are uniquely capable of transmitting and preserving knowledge. When one survivor makes strides, the whole settlement benefits. These benefits endure beyond the lifetime of the survivor who uncovers them. When a survivor gains knowledge (e.g.: Tenets, through their philosophy, as a result of observation at the Forum, etc.), they gain the highest level of that knowledge known in the settlement. Check the Knowledge section of the arc settlement record sheet to confirm the highest level of a knowledge. The Knowledge section represents the sum of what is known in the settlement. If the survivor gained new knowledge from an observation or game event, the whole settlement benefits from their discovery.[2]
New Knowledge[edit | hide]
If the knowledge gained is new to the settlement, record it in the appropriate place on the arc survivor record sheet. Also add its name and level to the Knowledge section on the arc settlement record sheet . Finally, add the card to the knowledge deck.[2]
Existing Knowledge[edit | hide]
When a survivor gains knowledge that is already known in the settlement, they gain the highest level any survivor has ever known. Check the Knowledge section of the campaign's arc settlement record sheet. If a survivor gains a knowledge that has a higher level than the knowledge of the same name known in the settlement, the lower level is now obsolete. The higher level knowledge card replaces the obsolete knowledge card in the knowledge deck. Update the Knowledge section on the arc settlement record sheet to reflect this progress. If a survivor gains knowledge that is a lower level than what is already known in the settlement, they benefit from other's experiences. They gain the highest level of that knowledge known in the settlement. Do not add the lower level knowledge card back into the knowledge deck.[2]
Ex: Lucy advanced Tenacity I to Tenacity II. However, Tenacity III is already known in the settlement. Lucy gains Tenacity III instead.
If a survivor gains knowledge that is the same level as one they already know, nothing happens.
Random Knowledge[edit | hide]
When survivors gain random knowledge, shuffle the knowledge deck and draw from the top. [3]
Full Knowledge Slots[edit | hide]
If a survivor has 3 knowledges and gains a new one, they may choose to replace any but their tenet knowledge. If they gained the knowledge by advancing to the next level they must gain it. Erase the knowledge and record the new one.[3]
Tenet Knowledge[edit | hide]
While a survivor has their philosophy, the philosophy's tenet knowledge is permanent and cannot be removed or lost for any reason. For everyone else in the settlement, the survivor's tenet knowledge is the same as other knowledges. It is in the knowledge deck unless it is obsolete. It is possible for survivors to already have the knowledge that becomes their tenet knowledge. when this happens, simply move all of its information (including observations) into the tenet knowledge slot.[3]
Gaining Fighting Arts[edit | hide]
Main Article: Fighting Arts
Fighting arts are impulses that arc survivors do not have. Attempting to learn them puts their minds under immense stress. When fighting arts would be gained, arc survivors trigger
Vaultless instead. Through this story event, arc survivors may gain fighting arts. Arc survivors may only possess one fighting art and one secret fighting art.[3]
Losing Access to Knowledge[edit | hide]
If arc survivors cannot use their fighting arts they also cannot use their knowledge (e.g.: when an arc survivor suffers the ruptured muscle permanent injury. If they cannot use knowledges, they cannot accumulate observations. This includes tenet knowledges. However, survivors are always beholden to their neurosis.[3]
Observations & Knowledge Level Ups[edit | hide]
Careful observation and experience accumulates until enough is gathered and knowledge evolves. Players should keep their knowledges' observation conditions in mind. When they occur, fill the corresponding observation box on the arc survivor record sheet. When the last box is filled, the knowledge levels up. You must level up a knowledge when its observations are full. Immediately gain the effects of leveling up listed on the knowledge card.
In the chaos of existence, survivors may miss an opportunity for observation. Unless an observation is recorded at the moment it takes place, it is gone like so much ephemera. If a dangerous observation is missed, record it when you realize you missed it.[3]
Knowledges level up in three different ways:
Advance[edit | hide]
Refinement reached with practice. Survivors replace the knowledge with the higher level version of the same knowledge. Erase the old knowledge and record the new one in its place. The old knowledge becomes obsolete.[1]
Epiphany[edit | hide]
A novel discovery. The survivor gains a new knowledge that does not replace the old knowledge. It is possible for a survivor to replace the knowledge that gave birth to the epiphany if all their knowledge slots are full. However, the old knowledge remains in the knowledge deck.[1]
Dangerous Observation[edit | hide]
The consequences of hubris Filling in observations on knowledge cards with dangerous observations can have negative consequences for the survivor or the settlement. Follow the rules listed at the bottom of the knowledge card.[1]
Knowledge at the Forum[edit | hide]
After unlocking the Forum collective cognition milestone, survivors gather there to share knowledge. In the excited bustle of conversation and demonstration, ideas can be shared.[3]
[edit | hide]
During the setup of the settlement phase, shuffle the knowledge deck and draw three cards, placing them next to the Forum settlement location. These are the knowledges shared by survivors this lantern year. During the Develop step, a survivor can select a knowledge card, pay its cost, and gain it. Once gained, move the knowledge from the Forum back to the knowledge deck. Survivors may spend lumi at the Forum to add more knowledge cards to the Forum. As the collective cognition of the settlement improves, it unlocks other benefits of vigorous discourse. In the spirit of collective cooperation, the lumi cost of some activates at the Forum can be paid by more than one survivor. Survivors may combine their lumi to jointly pay the cost of these activities.[3]
List of Knowledge Cards[edit | hide]
Black Knight Expansion Knowledge Cards[edit | hide]
Frogdog Expansion Knowledge Cards[edit | hide]
Gambler's Chest Expansion Knowledge Cards[edit | hide]
- Adrenaline Junkie
- All for One I
- All for One II
- All for One III
- Appreciation
- Aspirational Ethos
- Blackheart
- Blood Dancer I
- Blood Dancer II
- Blood Dancer III
- Chosen I
- Chosen II
- Chosen III
- Dark Eye I
- Dark Eye II
- Dark Impulse I
- Dark Impulse II
- Dark Impulse III
- Death Collector I
- Death Collector II
- Death Collector III
- Death Education
- Death Poet I
- Death Poet II
- Death Poet III
- Deconstructive Mind I
- Deconstructive Mind II
- Digestion I
- Digestion II
- Dissociation
- Dreamless Sleep
- Eight Eyes
- Evermore I
- Evermore II
- Fingernail Door I
- Fingernail Door II
- Fingernail Door III
- Font of Ingenuity
- Fortune I
- Fortune II
- Fortune III
- Gambler's Grace
- Gastromancer
- Ghostzerker
- Guardian I
- Guardian II
- Guardian III
- Hardy Ego
- Health I
- Health II
- Health III
- Herb Grinder I
- Herb Grinder II
- Herb Grinder III
- High Roller I
- High Roller II
- Juggernaut I
- Juggernaut II
- Lantern's Soul
- Legion I
- Legion II
- Legion III
- Light Eater
- Light Stealer
- Light Warrior
- Light Whisperer
- Limit Break
- Marrow Monarch
- Myrmidon's Call
- Osteophage I
- Osteophage II
- Osteophage III
- Perfect Physique
- Physiognomy I
- Physiognomy II
- Plausibility I
- Plausibility II
- Plausibility III
- Psychopathy I
- Psychopathy II
- Razor's Edge
- Relativity
- Relentless I
- Relentless II
- Relentless III
- Sculptor's Apprentice
- Serial Code I
- Serial Code II
- Shatterstar I
- Shatterstar II
- Shatterstar III
- Stone Architect
- Stone Heart I
- Stone Heart II
- Stone Heart III
- Stone Skin I
- Stone Skin II
- Stone Skin III
- Stone Wrecker
- Story of the Four Hands
- Story of the Gloaming
- Story of the Hunter's Arrow
- Story of the Rootcrown
- Surgical Precision
- Tactical Drag I
- Tactical Drag II
- Tactical Drag III
- Team Sacrifice
- The Break Point
- Unyielding I
- Unyielding II
- Void