General Knowledge General Knowledge rolls are rolls on INT made to determine whether your character knows something relevant about their current environment or situation. Die size varies with difficulty. The GM might instruct you to make a General Knowledge roll simply to notice something interesting, or they might have you roll in response to your question about a certain aspect of your surroundings. In order to be the subject of a General Knowledge roll, a question must not be one explicitly covered by a more specific Ability; General Knowledge entails facts that the average person in Lur-Asko would stand a chance of knowing or perceiving.
General Knowledge rolls may or may not be blind rolls, depending on whether you know in-character what you're trying to think of. You cannot use Willpower for a reactive +TN in a General Knowledge roll, even if it isn't blind.
Many Abilities specifically give +TNs to General Knowledge rolls. Streetwise (Culture), Outdoorsmanship (Nature), and Ruin Lore (Culture) are examples of such Abilities (these Abilities also have additional aspects more specific than General Knowledge). Whenever the GM announces a General Knowledge roll and you believe you have a relevant Ability to give a +TN, remember to ask if it can be used!
Some facts would normally be accessed by a General Knowledge roll, but would logically have a greater chance of being known by a certain character due to their past. In such cases, the GM may skip the roll, or at least add Easing to it. For example, a PC doesn't need to roll General Knowledge to know the location of the village they grew up in, and may receive Easing to know the name of an important figure in that village.
Non-sentients - even Alacrian techs - are usually
unable to make General Knowledge rolls, as they are programmed for more
specific uses.
Detection Detection rolls are rolls on INT made to determine whether your character spots something relevant about their current environment or situation. Die size varies with difficulty, and the roll is almost always a blind roll. The line between detection and General Knowledge rolls may be blurry at times; General Knowledge is largely a matter of recognizing the significance of a certain thing, while detection rolls are more related to seeing it in the first place. For example, knowing the significance of a certain Alacrian symbol might be a General Knowledge roll, while spotting the symbol etched lightly on a dusty wall might be a detection roll. Generally, the subject of a failed detection roll can be found using the search rules later (if it is still there, and if the party knows to look for it). Occasionally, detection rolls may describe non-visual senses, such as a roll to hear an unusual noise or eavesdrop on a conversation (though animals and Adlet typically do not need to roll for hearing-related feats).
Detection rolls are also used to resolve "too close to call" situations of combat stealth. A high detection roll TN also helps patrols thwart infiltration. Detection rolls gain a +TN from Counter-Evasion (Stealth).
All non-sentients are able to make detection rolls, unless they are plainly unable to understand the context (for example, you might be able to describe that etched symbol to a bound tech and have them keep an eye out for it, but that wouldn't work on an animal).
Inadequate light may add Hindrance to detection rolls (2 Hindrance
being typical for Low Light), or may render them impossible.