Scholar

Scholar (3 CP)

Scholars of Brittanis are learned individuals who have dedicated significant time and effort to learning, knowledge, and the uncovering of ancient secrets of lore and medicine through research and study. The Arcanum in Rendayn has extensive courses in astronomy, biology, rhetoric, and many more as well as teaching students about magic. It is not uncommon for a scholar-in-training with no aptitude for magic whatsoever to sit in on classes about the Otherworld, cosmology, or the basics of magic. Scholars excel at learning and applying that learning to the world. Some of the most brilliant physicians and doctors in the world live in Brittanis right now--sometimes acting as field surgeons, other times serving as Royal Physicians, and everything in between. Discovering secrets long thought forgotten is also a hallmark of the scholar class. They speak languages nobody has been able to read in hundreds of years and uncover lost scraps of wisdom and knowledge that were thought lost thousands of years ago. For a scholar, knowledge is the truest and most lasting form of power-- the pen truly is mightier than the sword. Scholars gain access to the Insight Source Flavor Trait. Knowledge For All (2, 2, 2, 2 CP; 1 Stamina; Watch) Scholars are often teachers and find themselves in a position to spread critical information to others. This skill allows a Scholar to empower themselves by teaching a class to a group of interested individuals. The Scholar must spend at least 3 minutes of activity explaining a topic with which they are familiar and answering questions as best they can to benefit from this skill. This skill is meant to encourage the sharing of useful game information amongst the populace. At the end of the class the Scholar may choose ONE from the following list of boons as they are inspired by the act of sharing: Grant Defense: Shield Melee Grant Defense: Shield Missile Grant Defense: Shield Packet At the end of the class, the Scholar calls, "By My Voice, Grant [Defense from the list above] to Student." Anyone attending the entire class is considered a Student. NOTE: This skill does not affect the Scholar, as they are the instructor, not a Student. 2nd Purchase: Add, "Grant 2 Protection" to the list of benefits 3rd Purchase: usable 2/watch 4th Purchase: add, "Refresh 2 Stamina" to the list of benefits. Unobtrusive Observer (3 CP; 2 Stamina; Battle) Scholars are often present at momentous, and thus dangerous, events and have trained to go unnoticed as they chronicle the activities around them. Spend 2 Stamina to gain the Spirit defense. This defense lasts only so long as you are taking notes about what is going on around you. You may not speak, use any game skills, take any action other than to observe and take notes, or move from your current location or else the skill ends. You will have the Spirit Trait while this skill is in effect. Any attack that is To Spirit will successfully work on you and also end this skill. Personal Item (2 CP; 1 Stamina; Watch) Exhaust one point of Stamina to hide an object from searching for ten minutes. The item must not be visible and this skill will fail if the item is seen. While active, the item hidden by this skill does not need to be revealed to someone searching you. This skill requires no verbal and will remain active even if you are killed during the ten minutes. Portable Illumination (2 CP) Scholars have long needed the means to continue their work even when darkness has fallen and so have invented a simple light made from non-magical processes. This skill allows you to use a white or yellow glowstick for illumination with no Stamina cost. You may not throw the light, but you may hand it to others or put it down. The light will last as long as the prop continues to glow. You may only have one active light at a time. You may not break open the stick or attempt to make it look like any other sort of prop. Always Prepared (3, 3, 3 CP, 2 Stamina, Day) Requires 2 skills purchased from this header. Choose a “per day” skill you have already used and call out “Refresh [Skill Name] by Insight” to gain an additional use of that skill. · 2nd Purchase: You may Refresh a second “per day” skill. It must be a different skill from the first you Refreshed. · 3rd Purchase: You may Refresh a third “per day” skill. It must be a different skill from BOTH of the other skills you Refreshed. Careful Study (2, 3, 3 CP, 2 Stamina; Watch) You can call out “Purge by Insight” to negate one Inflict card attached to or hidden within a book, scroll, or other text prop. · 2nd Purchase: call, “Resist by Insight” instead of Purge. · 3rd Purchase: you can touch a target who has an Inflict you could Resist with this skill and call, “Cure Inflict by Insight” Combat Analysis (2, 2, 2 CP, 2 Stamina; Battle) Requires 2 skills purchased from this header. Point at a foe, then put a hand to your chin and call “Quite fascinating… Imbue by Combat Analysis.” Then you call, Elude by Insight” against the NEXT attack from that enemy which strikes you. This defense only works against the designated foe. · 2nd Purchase: “Double Imbue by Insight” and “Elude by Insight” vs the NEXT 2 attacks by that target. · 3rd Purchase: “Double Imbue by Insight” and “Resist by Insight” vs 2 attacks OF YOUR CHOICE by that target. Copy Text (3 CP, 2 Stamina) Requires Linguist. This skill allows the scholar to reproduce the body of a text that contains arcane knowledge, ritual knowledge, or game benefits or effects. The scholar spends 2 Stamina and copies the work exactly, including any game nota­tions. Optionally, the scholar may change the work into any language he has the skill for. (The Linguist skill may not be used to copy a text into a language that the character does not know.) Copying a text with game effects takes one copy from the original and results in a copy with one use. You must be able to read the text in question in order to copy it accurately (You may use Linguist for this purpose.) This skill is not required if the player merely wishes to copy the text without the in-game benefits and effects of the text. Extended Research (3, 3, 3, 3 CP; OPEN Information Skill) You are able to seek out additional information on a sub­ject of interest to you,by spending an extended period of research. This is an information skill, and costs 3 Downtime Hours. Ask a specific question of staff in your post-event letter on a matter that research might help illuminate. The more specific the question, the more specific and useful the information gained is likely to be. Information is likely to be delivered at the next event in text form, though it may occasionally arrive in other ways. It may also attract the attention of others concerned with the subject matter of the research, so very dangerous subjects or re­search might carry some hazard to the scholar. 2nd Purchase: you may ask 2 questions per Downtime 3rd Purchase: if you choose to spend money on this research, the amount you spend will increase the chances of success and accuracy 4th Purchase: you may ask 3 questions per Downtime Combat Medic (3, 5 CP; Medicine) Requires First Aid 2. The activity time required to perform First Aid is reduced to 30 seconds. · 2nd Purchase: reduced to 10 seconds. Set & Splint (3, 3, 3 CP, 2 Stamina; Medicine) Requires First Aid 2. You may spend 1 minute of activity to call, “Cure Maim [limb] and X by Insight,” where X is Slow if the Maimed limb was a leg or Weaken if the Maimed Limb was an arm. · 2nd Purchase: Costs 1 Stamina · 3rd Purchase: “Cure Maim [limb] by Insight.” Efficient Treatment (3 CP; Medicine) Requires Set & Splint, Surgery,Triage. You may apply painkillers and other drugs in the field to help an injured patient recover quickly in a crisis. When using a consumable item with the Heal or Refresh effect, all effects are increased by 1. Medical Care (3, 3, 3, 3 CP; Medicine; 2 STA) Requires First Aid 3. You spend 2 STA and gain a pool of Medicine points equal to the number of skills you have bought that have the Medicine keyword. You can spend 30 seconds of activity bandaging, setting bones, diagnosing wounds, etc to touch the target you've been working on and call "Heal X by Insight" where X is up to your Tier+1. X is then subtracted from your Medicine points. Example: Yvaine is a Tier 2 Scholar. He has purchased 6 skills with the Medicine keyword, and therefore spends 2 Stamina to gain has 6 Medicine points. He spends 30 seconds bandaging an ally and calls, "Heal 2 by Insight. He could call "Heal 3" but wants to save his Medicine points. He now has 4 Medicine points left. 2nd Purchase: You can call "Cure [Root/Slow/Weakness/Repel/Silence] by Insight" by spending 2 Medicine Points and 30 seconds of activity. This purchase counts as a separate Medicine skill. 3rd Purchase: You can call "Cure [Drain/Paralyze/Stricken/Stun] by Insight" by spending 3 Medicine Points and 30 seconds of activity. This purchase counts as a separate Medicine skill. Example: Continuing from above, Yvaine could touch a target and call, "Cure Slow by Insight" and have 1 Medicine point remaining. Field Surgery (3, 3, 3 CP; Medicine) Requires First Aid 2, Set & Splint, Triage, Surgery. In a crisis, you can treat just enough of a patient’s injuries to get them up and moving again. When using Surgery, you may divide the X points of healing as you see fit among two targets. · 2nd Purchase: 3 targets · 3rd Purchase: Number of targets equal to Tier+1. Resuscitate (4 CP, 3 Stamina; Medicine; Watch) Requires Tier 2, Surgery, Efficient Treatment. With proper supplies, you may be able to save the life of a patient who is clinically dead. So long as the pa­tient’s spirit has not left his body (has the Dead trait but not the Spirit trait), you may spend one minute of roleplaying and spend 3 Stamina to call “Cure Death and Stricken by Insight.” Surgery (3, 4, 4, 5 CP, 1 Stamina; Medicine) Requires First Aid 2, Triage. Spend one minute of activity roleplaying medical attention, and use appropriate props such as bandages and a first aid kit, to call “Heal X and Drain by Insight,” where X is the number of skills you have purchased with the Medicine keyword. · 2nd Purchase: X is Medicine Skills +1. · 3rd Purchase: “Heal X and Short Drain by Insight.” · 4th Purchase: X is Medicine Skills +2. Triage (2, 3 CP, 0 Stamina; Medicine) Requires First Aid. You are skilled at rapidly locating patients who are in greatest need of your care. You may call out “By my voice, Expose Unstable by Insight” · 2nd Purchase: You may also call “By my Voice, Expose Dead by Insight.” Professional Detachment (3 CP, 1 Stamina; Medicine, Rest) You are able to focus on healing the injured, ignoring outside distractions. Spend one Stamina while using a medi­cal or healing skill from this header; you may then call “No Effect” to any Mental effect so long as you are performing the Activity required by a skill with the Medicine keyword. This ef­fect ends if you rest for any reason, or if you perform any offensive combat action. Language, Magical (2, 2, 3, 3, 4, 4, …CP) This skill allows the character to read texts written in languages from creatures not native to the natural plane. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Elemental, Infernal, Abyssal, Fae, and many others. If a character desires to speak the languages, it must be bought a second time. This skill may be bought several times. Each purchase allows the scholar to choose one of the above languages to be able to read. Language, Modern (2, 2, 2, 2,… CP) This skill allows the character to read texts in non-native languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Tiberian, Brynn, Norn, Erin’Tar, Khazadi, Kairn, and others. This skill may be bought several times. Each purchase al­lows the scholar to choose one of the above languages to be able to read and speak. Other modern languages may be chosen as well, but without arranging for a tutoror scholarly work on the language, it’s impossible for a Scholar to learn a language he has not encountered personally. This skill may be bought several times. Each purchase allows the scholar to choose one of the above languages to be able to read and speak. Language, Obscure (3, 3, 3, … CP)* This skill allows the character to read texts written in obscure languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Aquilonian, Ancient Khazadi, Ancient Erin’Tar, and many others. This skill may be bought several times. Each purchase al­lows the scholar to choose one of the above languages to be able to read. Other ancient languages may be chosen as well. Linguist (3 CP, 2 Stamina;Watch) Requires Language (Modern), Language(Obscure), Language (Magical). Unlike the other language skills, which assume fluency, the Linguist skill allows the character to translate a lan­guage that he does not know. The player need not actu­ally spend extra time working on the text, but should roleplay the difficulty with the unfamiliar language. To translate a text, expend 2 Stamina. Once it is spent, you are treated as having the appropriate Language skill for the purposes of the one work (book, scroll, tablet, etc.) This skill lasts until the end of the current watch. Obsession (3, 3, 3, 3, 3 CP) This skill may be bought up to five times. Each purchase grants you a single point of Obsession, which may be spent in lieu of Stamina for any skill in this header. Points of Obsession are restored when you Reset Stamina. Perfect Recall (5 CP; OPEN Information Skill) Requires 3 skills purchased from this header. If you hear or see some important information in game, you can spend time between events to try to recall bits and pieces of that information. This is an information skill. Using this skill costs 3 hours of Downtime. You submit this request to plot with a description of what you experienced in the game. You cannot ask for specific details; you can only relate what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your exceptional memory. Professional Discourse (3, 3, 3, 3 CP; ADDRESSED Information Skill) You send a letter of inquiry to a scholar in another settlement—a colleague who you might know personally or only by reputation. This is an information skill. Using it costs 3 hours of Downtime. Regardless, it is a matter of scholarly honor that your colleague answer your question to the best of their ability. You submit a question between events as described in the Information Skills section above. If the question is appropriate for the academic, scholarly elements of society you may receive knowledge appropriate to your question. This question also opens you up to getting letter from other scholars asking for your professional opinion in return!! 2nd Purchase: you may ask 2 questions per Downtime 3rd Purchase: if you choose to spend money on this research, the amount you spend will increase the chances of success and accuracy 4th Purchase: you may ask 3 questions per Downtime Reconstruct Document (2 CP, 2, 4 or 6 Stamina) Requires Linguist. This skill allows you to salvage the remains of a destroyed document or ritual text. The more a document has been moved and the more time that has passed since its destruction, the more difficult the document is to reconstruct. To salvage the document, spend one minute roleplaying piecing it back together, then spend Stamina to announce “Repair Document by Insight.” If the document hasn’t been moved much and/or isn’t too old, the skill costs 2 Stamina; a document that has been handled, moved, or is less than 100 years old costs 4 Stamina. Ancient, or severely damaged documents cost 6 Stamina. This skill will work on any text or informational prop, including but not limited to papers, scrolls, books, and other information devices. It cannot be used to repair any other sort of prop. It cannot be used to restore limited-use ritual texts that have been completely expended.