2.48.3 Religious knowledge

If a character wants to remember or interpret an aspect of a religion that relates to the region, he/she must make a dice roll using his/her IQ + Regional Knowledge (Religion). The difficulty value depends on the obscurity of the story or piece of doctrine as follows:

Aspect of religion Difficulty value
Core principles that are common to all believers 1
Basic gist of a common story or parable, or identity of a common deity or religous figure 2
Exact wording of a standard prayer or litany 3
Basic gist of an uncommon story, parable or rite, or identity of an uncommon deity or religous figure 4
Basic differences in theology between sects or sub-cults 5
Exact wording of a common story or parable 6
Basic gist of obscure story, parable or rite, or identity of an obscure deity or religous figure 7
Exact wording of uncommon story, parable or rite 8
Obscure differences in theology between sects or sub-cults 9
Exact wording of obsure story, parable or rite 10

For example, Ben Ruben and Cogan come across a statue in the Eastern steppes that depicts an obscure event involving a common local deity. Ben has a Regional Knowledge in Eastern steppes of 3, plus a talent in Regional Knowledge which gives him a +2 bonus, and his IQ is + 2 1/2. His basic value is 7 1/2, so he automatically recognises the story involved and understands what was involved. He tries to remember the exact wording of the story and rolls 2D + 1 1/2. He rolls a 4 and a 5, and gets a total value of 10 1/2. The referee tells Ben Ruben's player the exact wording of the story. Meanwhile, Cogan has a Regional Knowledge in Eastern steppes of 3 and an IQ of -2; with his basic value of 1, he can't even guarantee recognising who the deity is, let alone what event the statue is describing. He rolls 2D -5 and gets a 3 and a 4, giving a result of 2, enough to recognise the deity even he has no idea what story it is describing.