Talk:Knowledge Abilities/@comment-69.254.237.9-20141218044802/@comment-69.254.237.9-20141224174532

The less we explain about this origins and underlying reasons this ability works, the more powerful the flavor will be. I like keeping it a strictly a "Knowledge" skill. Let the GM and his group justify why. It will be more interesting and unique then anything we come up with.

As for player vs character, I am fine with either. If we are building a more narativist game where we as players make meta game decisions that have significant mechanical effects on our characters, then this power could easily be purely player driven. You as a player choose for your character to acquire knowledge and possibly suffer for it. Imagine the seer gripped by forces unknown, going into his convulsions, spewing words that are only half sensical, but imply a comming darkness. On the other hand, if we want to take a more player immersion based approach, then it might be better to allow them to choose in-character. The character takes some strange herbs and enters into a trance, never knowing what their meditations will bring.