Difference between revisions of "Scholarship"

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Your awareness, attention to detail, and accuracy over distance.
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Your applied learning and attention to detail.
*'''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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*'''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.
*'''[[Delve]].''' You discover new locations and rewards in the region. Your [[band]] may split up into any number of search parties desired, with a minimum of one character in each party. Everyone in a search party rolls a cooperative study check, and the success margin is the number of location names first then types revealed, but not which type corresponds to which location. Each search party chooses a different location to search and discover the type. Anyone that fails is [[exhausted]] for any encounters. You may choose to remain where you start instead of searching a new location. Parties where everyone succeeds may check again, gaining new location names or types and choosing a new location to search as before. This continues until the region is explored or all parties fail or choose to stop. Each delve is a project. Separate parties must complete any complications or encounters on their own.
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*'''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.  
*'''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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*'''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). This is also the check you use when you are actively checking a location for details and descriptions.  
*'''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 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.
*'''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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*'''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.
*'''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 counts as asleep for the encounter.
*'''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 check to set [[reflex]] for the encounter.
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==Unlock Abilities==
 
==Unlock Abilities==

Revision as of 06:02, 15 September 2014

Your applied learning and attention to detail.

  • 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.
  • 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.
  • 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). This is also the check you use when you are actively checking a location for details and descriptions.
  • 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.
  • 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.
  • Watch. When resting 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 counts as asleep for the encounter.

Unlock Abilities

A high score in detect is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
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