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 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.
  • 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.
  • 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.

Unlock Abilities

A high score in detect is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
©2014 Frameworks Games

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