Difference between revisions of "Scholarship"

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Your awareness, attention to detail, and accuracy over distance.
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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.
*'''Aim.''' You use an action and try to hit an opponent within [[range]]. You roll your check against your study score. [[Cover]], [[range]], and [[visibility]] modifiers apply normally. Your target must be in front of your [[flank]] and may not [[overlap]] your area. The target may contest your attack with a [[block]] or a [[dodge]], but not a parry unless you are within the target's [[reach]].
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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.
*'''Analyze.''' When you meet the unknown, you may use an action and make a check against your study score. If you succeed the referee will describe relevant scores and game mechanics for the creature or phenomenon. If you fail, you may not try again without spending a project experimenting on that same target. The project also requires a check, and you suffer damage equal to any failure margin.
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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 use a [[snap]] and target a decoy. [[Range]], [[cover]], and [[visibility]] all apply normally. If you succeed the decoy is eliminated. Note that the decoy's owner may contest your attempt to look. If the decoy is behind your [[flank]] or out of line of sight then this becomes '''listen''' instead of '''look''', and suffers a penalty (-2). The referee may ask you to make a check and reveal details based on your success margin. During an encounter you may use the snap to retry that check and potentially learn more.
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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 your [[guard]] and check against your study score. If you succeed the hit becomes a regular attack, and you may use a [[defense]] to contest it and avoid the extra effects of a surprise attack. Note that the attacker may contest your attempt to detect the attack.
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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.  
*'''Search.''' When you search for [[clue]]s you find any present without a check. If a clue is inaccessible you still learn that a clue may be there, and possible hiding places. Once you find a clue or cue you may roll against your study score. If you succeed you gain the description and either the pointer or whether the clue is a fraud (your choice). If you fail you gain the description but not the pointer or whether it is a fraud. Once the attempt is made, it requires a project for you or anyone else to try the check again.
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*'''Treat:''' You can use a project to cooperate with a resting and injured individual's [[strength]] check to '''recover'''.
*'''Suppress.''' You need a [[range]] weapon to attempt a suppress, and the check is identical to an aim attack. However in place of effects you instead contest the target's attempts to aim. You must have a valid attack line to suppress a target, but you do not suffer [[cover]], [[range]], or [[visibility]] modifiers.
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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.
*'''Triage.''' You may use an action and make a check against your operate score to aid an individual within reach. If you succeed you can eliminate [[bleeding]] from the target or restore one lost grit.  
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*'''Watch.''' When [[rest]]ing a [[band]] may set a watch. If the watch is split between more than one person you count as rested, but you do not eliminate any states or gain any other benefits for a rest. Check against your study score. If you succeed your zone counts as secure. If you fail you are still on watch but your zone is not secured. If [[hidden]] opponents arrive in your zone you don't gain actions until at least one opponent is detected. Anyone not on watch suffers a penalty (-2) to the [[reason]] check to set [[reflex]] for the encounter.
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==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}}
*[[Shoot]]
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*[[Snipe]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Operate]]
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*[[Sneak]]
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*[[Reason]]
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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:Skills]]
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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
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