Scholarship
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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
Version 2.5.0
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