Difference between revisions of "Scholarship"

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Your applied learning and perception.
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Scholarship checks test the depth of your education. Mathematics, history, philosophy and calligraphy are all subjects covered by classical scholarship, and advanced students may learn alchemy, chemistry, and even magic. Being able to write and interpret poetry is a key skill for scholarship. This is a prestigious skill, and many public office posts require passing tests based on scholarship.
*'''Interrogate.''' An interrogation is a contest between the interrogator's [[study]] and the suspect's [[perform]]. If the interrogator wins the contest the suspect must hand over any clues possessed and the locations of any discovered cues. Note that the clues and cues may not actually relate to the same mystery. If the interrogator loses then the suspect may choose which if any clues or cue locations to hand over, and may even opt to make up a fraud cue location. The suspect receives a bonus (+2) on any future attempts at interrogation unless a fraud has been discovered and traced back to the suspect. The same contest may be used to check for a lie. In either use, the loser of the contest suffers 1 doubt.
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*'''Inspect:''' Once you find a cue or possess a clue you make a check against your scholarship score. If you succeed you learn one pointer, but if you fail you get a penalty on all further checks to that clue. Finding a new clue allows you to re-check against any other clues you have.
*'''Inspect.''' Once you own a [[clue]] you may use a project to inspect it. This is a study check that no one may cooperate with. If the check succeeds you may learn the pointer if you don't already know it, or whether or not the clue is a fraud. If the check fails you lose possession of the clue. It is not destroyed, but it falls into the hands of rivals, opponents, authorities, informants, or nobody at all.  
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*'''Knowledge:''' Any knowledge that you have as a player your character also has (or at least instincts that amount to the same thing). However your character may also know something that you don't. A successful scholarship check gains the most current background information, related legends, or even game statistics known. Note that this knowledge is second-hand and may not be correct. Obscure subjects incur a penalty to this check. Whether you succeed or fail you may not check on the same topic again without [[research]].
*'''Look'''. You eliminate a decoy or discover details if you succeed at a [[study]] check. This requires a snap. [[Range]], [[cover]], and [[visibility]] all apply normally, and a decoy's owner may contest with [[sneak]]. If the target is behind your [[flank]] or out of line of sight then this becomes '''listen''' instead of '''look''' and suffers a penalty (-2). This snap may also be used to glean extra details (from the referee or introduced by the player) from a location.  
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*'''Learn:''' When you need to internalize an asset (such as a language, ritual, or spell) make a scholarship check during your respite in place of all other effects. If you succeed you learn it, and the asset can only be lost if your memory is altered.
*'''Notice.''' When a [[hidden]] opponent hits you with a [[surprise]] attack you may use a [[defense]] and check against your study score. If you succeed the hit becomes a regular attack, and you may use a [[guard]] to contest it normally. Note that the attacker may contest your attempt to notice with a defense and sneak. Notice is also the check that the referee may ask for (or roll secretly) to determine if you spot an important detail.
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*'''Research:''' It requires a [[project]] to attempt research, and a location with the [[library]] keyword. The information the [[referee]] provides on a successful check is limited to what is available from your source. If the source has nothing relevant a successful check reveals that, plus a cue to where you might find the information you're looking for. If you fail your margin is the number of days or helpers you'll need to get the effects of a success.  
*'''Research.''' It requires a [[project]] to attempt research, and a location with the [[library]] keyword. The information the [[referee]] provides on a successful check against your [[study]] score is limited to what is available from your research materials. The more appropriate the materials, the more likely your check will produce results. If the materials have nothing relevant a successful check reveals this as well. You may retry research, but once you have achieved success you won't gain any new knowledge unless the materials are updated or you try a different library.
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*'''Treat:''' You can use a project to cooperate with a resting and injured individual's [[strength]] check to '''recover'''.
*'''Search.''' You search for clues in a specific location. Anyone from the band who is present and searching may roll a cooperative study check. Regardless of the result of the check you will find any accessible clues and be alerted to where inaccessible clues may be potentially located. Instead, the check determines how much information you will gain about the clues without further study. When you find clues in a location you can use 1 success margin on the acuity check to read the pointer for one clue. An '''obscure''' clue requires an extra 2 success margin to read the pointer. You may decide after you've gathered clues in the location which to use your margin on and in which order, but it isn't clear if a clue is obscure or not until you try to read it.
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*'''Understand:''' When you encounter cryptic texts or unknown languages you may check against your scholarship score to decipher meaning. The time required varies based on just how information you are trying to understand. Your failure margin is the number of clues, cues, or sources you need to discover before you can unlock the information.
  
==Unlock Abilities==
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==Associated Abilities==
A high score in detect is required for some abilities:
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{{Cast}}
*[[Cast]]
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{{Deduce}}
*[[Deduce]]
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{{Heal}}
*[[Detect]]
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{{Interpret}}
*[[Heal]]
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{{Recall}}
*[[Snipe]]
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*[[Track]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Operate]]
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*[[Sneak]]
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*[[Acuity]]
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==Skill Cost==
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==Ability Cost==
{{SkillCost}}
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{{AbilityCost}}
  
{{V250}}
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{{V252}}
  
[[Category:Skill]]
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[[Category:Alternate Ability]]

Latest revision as of 20:35, 28 January 2023

Scholarship checks test the depth of your education. Mathematics, history, philosophy and calligraphy are all subjects covered by classical scholarship, and advanced students may learn alchemy, chemistry, and even magic. Being able to write and interpret poetry is a key skill for scholarship. This is a prestigious skill, and many public office posts require passing tests based on scholarship.

  • Inspect: Once you find a cue or possess a clue you make a check against your scholarship score. If you succeed you learn one pointer, but if you fail you get a penalty on all further checks to that clue. Finding a new clue allows you to re-check against any other clues you have.
  • Knowledge: Any knowledge that you have as a player your character also has (or at least instincts that amount to the same thing). However your character may also know something that you don't. A successful scholarship check gains the most current background information, related legends, or even game statistics known. Note that this knowledge is second-hand and may not be correct. Obscure subjects incur a penalty to this check. Whether you succeed or fail you may not check on the same topic again without research.
  • Learn: When you need to internalize an asset (such as a language, ritual, or spell) make a scholarship check during your respite in place of all other effects. If you succeed you learn it, and the asset can only be lost if your memory is altered.
  • Research: It requires a project to attempt research, and a location with the library keyword. The information the referee provides on a successful check is limited to what is available from your source. If the source has nothing relevant a successful check reveals that, plus a cue to where you might find the information you're looking for. If you fail your margin is the number of days or helpers you'll need to get the effects of a success.
  • Treat: You can use a project to cooperate with a resting and injured individual's strength check to recover.
  • Understand: When you encounter cryptic texts or unknown languages you may check against your scholarship score to decipher meaning. The time required varies based on just how information you are trying to understand. Your failure margin is the number of clues, cues, or sources you need to discover before you can unlock the information.

Associated Abilities

  • Cast: You may use spells, and you gain the Empowered Magic stunt. You can spend 1 focus to do a project in 1 action or affect something you can see as if you could touch it.
  • Deduce: You gain a bonus on sense checks against clues and cues. When you inspect you get all the pointers, plus the location of the nearest clue or cue from the same mystery.
  • Heal: You may use an action and check scholarship for an ally within reach. If you succeed you remove one bleeding and restore grit up to the success margin. When you treat others you restore hits equal to your success margin (spread between allies as you see fit).
  • Interpret: You gain a bonus on attempts to learn or understand new languages, and you start with 3 extra tier 0 language assets.
  • Recall: You gain a bonus on any knowledge or research check.

See Also

Ability Cost

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.


Version 2.5.2
©2014 Frameworks Games

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