Scholarship
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Education and knowledge.
- 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 examine checks to that clue. Additional attempts require a project each.
- 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 scholarship score is limited to what is available from your research books. If the books have nothing relevant a successful check reveals this as well. If you fail your margin is the number of days or helpers you need to discover the information.
- 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, prompts, or helpers you need to discover before you gain 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).
- Recall: You gain a bonus on any knowledge or research check.
- Travel: Your band or vehicle's speed increases by 1 during a journey and you don't lose wits from a prolonged journey.
See Also
Skill Cost
Version 2.5.1
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