Difference between revisions of "Sage Ability"

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[[File:Sage Ability.jpg|right|560px|thumb]]
 
[[File:Sage Ability.jpg|right|560px|thumb]]
'''Sage Abilities''' describe a wide number of skills and training that blocks out the game character's [[Knowledge Points|knowledge points]] and skilled capabilities. Sage abilities are organized into [[Sage Study|sage "studies"]] subject matter headings — which are, in turn, subordinate to larger branches of scholarship called [[Sage Field|sage "fields"]]. Intentionally, all character knowledge and mundane abilities are contained in the heading of "sage abilities," including a great many others that directly affect game elements such as magical research, combat, the game's setting and even religious communication with the gods.
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'''Sage Abilities''' encompass a broad range of skills and training that define a character's [[Knowledge Points|knowledge points]] and specialised capabilities. These abilities are organised into [[Sage Study|sage "studies"]], which serve as subject headings, and are further grouped under broader categories known as [[Sage Field|sage "fields"]]. The system is designed to encompass all aspects of character knowledge and mundane abilities, including those that influence game mechanics such as magical research, combat, worldbuilding and even divine communication.
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Most sage abilities incorporate elements of craftsmanship, detailed knowledge of the world, physical conditioning, mental development and magical practices that do not involve direct spellcasting. There are over a thousand sage abilities, many of which are currently just concepts outlined by this wiki. Over time, more of these abilities will be fully developed, and new ones will continue to be introduced. Due to their vast number, most player characters will never possess more than a fraction of them. However, as every character — player and non-player alike — is defined by their sage abilities, there will always be individuals in the world who specialiae in even the most obscure fields of knowledge.
  
Most sage abilities are a mixture of crafts, detailed knowledge about the world, adjustments to physical fitness, mental endowments and practices surrounding magic of a non-spellcasting nature. There are literally more than a thousand sage abilities, most of which are little more than an idea proposed by this wiki. As time goes on, more and more identified sage abilities will be described and "fleshed out," while more are bound to be proposed in the future. There are so many that most abilities may never be directly possessed by the player characters; but as the occupation and knowledge of every worldly character, player and non-player alike, is described through their sage ability, someone, somewhere in the world, will be an expert in that particular bit of knowledge.
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== Acquiring Abilities ==
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Once a character's [[Ability Stats|ability stats]] have been generated and their [[Character Class|class]] selected, the player chooses one of the available sage fields. Most classes have four sage fields, though the [[Druid (class)|druid]] has three and the [[Bard (class)|bard]] — an unusual class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are classified as “in field” for the character, while all other studies and abilities available to the class are considered "out of field."
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The player then selects a study within the chosen field. Generally, each field contains four studies, though variations exist. Each study includes a set of sage abilities, some of which become part of the character's repertoire. There is no point-buy system involved; rather, advanced sage abilities become accessible as the character gains levels, as described below.
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Sage abilities represent actions the character is able to perform. For example, a druid with the study of [[Oceanography (sage study)|oceanography]] is automatically capable of [[Swimming (sage ability)|swimming]] well — no die roll is required. The same character would also possess full knowledge of tides, understand which waters are safe, know the best fishing locations and be familiar with the basics of sailing. These abilities are assumed as part of the character's knowledge and do not require additional verification.
  
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This system defines not only what the character can do but also what they cannot do. A character without sailing ability is incapable of functioning as a sailor, though they may still follow directions and gradually acquire the skill over time. This is achieved through [[Instruction (sage study)|instruction]].
== Acquiring Abilities ==
 
When player characters [[Character Creation|are rolled]] and their [[Character Class|character classes]] established, the player chooses a field, and a study in that field, which in turn provides a pre-determined set of things the player is able to do. For the most part, success in employing a sage ability is a given.  For example, a character with the sage ability to [[Swimming (sage ability)|swim]] does not need to roll a dice to see if they are able. Many sage abilities express ''knowing'' rather than action.  For example, a character is able to recognize a [[Assay (sage ability)|type of mineral]] or has intimate knowledge of [[locus infrastructure (study)|the region's geography]].  These things round out a character's relationship with the game setting, defining what they know and what they can do — and likewise defining what those without the sage ability cannot know or do.  For example, if a character does not possess the swimming sage ability, they cannot swim.
 
  
Initially, player characters will possess only enough knowledge to rate as an "amateur" in their chosen sage study, and not even that in most other things. It requires 10 knowledge points to be considered an amateur.  As an amateur, the character gains two or more sage abilities.  Thereafter, as the character progresses in [[Experience Level|experience levels]], they will gain more knowledge points, scattered across multiple studies.  As these knowledge points accumulate, the character will become an amateur in other studies, acquiring more sage abilities.
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== Ability Ranking ==
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Starting with childhood, characters begin with no knowledge at all. As [[Experience Level|levelled]] individuals, their formal schooling starts at the age of ten, with more advanced training for their character class beginning between ages 13 and 15. Before entering the campaign, a character accumulates 10 knowledge points, which is sufficient to reach "amateur" status in their chosen study. At this stage, they acquire two or more sage abilities, forming the foundation of their expertise.
  
Additionally, once the character acquires 30 points in a particular sage study, the character becomes an "authority."  This unlocks more sage abilities in that study, which the character will now be able to use.  As the character becomes an authority in other studies, this unlocks further sage abilities.  With experience levels, the character becomes more and more capable and knowledgeable about things related to their character class and sage fields. This progresses even further when the character becomes an "expert" (60 knowledge points) or a "sage" (100 points).  Progressively, the character transforms from knowing a few things, to becoming extremely accomplished and knowledgable about everything having to do with their character class.
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As the character advances in [[Experience Level|experience levels]], they gain additional knowledge points, which are distributed across multiple studies, both within and outside their primary fields. Over time, these accumulated points allow the character to become an amateur in other studies, progressively acquiring new sage abilities in different areas of knowledgeUpon reaching 30 knowledge points in a single study, the character attains "authority" status. At this level, they unlock new sage studies that reflect a deeper and more specialised understanding of their field. Further progress allows them to achieve authority in multiple studies, each providing additional abilities. This progression continues as the character reaches "expert" status at 60 points and eventually "sage" status at 100 points.
  
This does not involve any sort of point-buy systemAny character that progresses in levels will eventually gain every amateur and most authority-level sage abilities associated with that class.  The order of gain, and how far the knowledge can progress, does depend on early choices the player makes about their character.
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As knowledge accumulates, the character evolves from having basic familiarity with a handful of abilities to becoming a well-rounded expert, mastering dozens of abilities within their class's scope — potentially covering sixty to seventy different skillsAs long as the character continues to gain levels, this intellectual progression is inevitable. However, the order in which sage abilities develop and the extent to which each study advances depends on the early choices the player makes regarding the character's interests and focus.
  
 
== Non-Player Characters ==
 
== Non-Player Characters ==
Levelled non-player characters gain abilities just as player characters do, though most likely there will be little need to pre-determine the extent of an NPC's knowledge, except with characters who are of great importance in a campaign.
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Throughout the game world, individuals — including children, hostile humanoids and intelligent monsters — possess varying degrees of knowledge in different studies, granting them their own sage abilities. Many [[Non-player Characters|non-player characters]] (NPCs) without an experience level still function as skilled specialists in their respective trades, such as [[Cooking (sage ability)|cooks]], [[Mahout (sage ability)|mahouts]], [[History (sage study)|historians]], [[Play Instrument (sage ability)|musicians]], [[Brewing (sage ability)|brewers]], [[Moneylending (sage ability)|moneylenders]], [[Begging (sage ability)|beggars]] and [[Farming (sage ability)|farmers]]. These NPCs may have between s0 and 50 points of knowledge in a specific sage ability, acquired entirely through instruction rather than by gaining experience levels.
  
Non-levelled non-player characters will possess only one or two sage abilities, without further knowledge surrounding a sage study and with very little capacity to improve their knowledge points. For example, [[Cooking (sage ability)|cooking]] is a sage ability; an ordinary cook will possess that ability, but would be unlikely to expand it. That is because non-levelled persons obtain knowledge in a particular ability through previous one-time training they've obtained, and not through [[Knowledge Points#Investigation|investigation]].
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Unlike levelled characters, such individuals do not develop a broad range of knowledge across multiple studies or fields. However, they remain valuable sources of expertise and can provide training in specialised skills. A skilled gemcutter can teach a levelled character to [[Gemcutting (sage ability)|cut a diamond]], just as an experienced horse trainer can instruct someone in [[Horse Handling I (sage ability)|riding a warhorse]], regardless of their own lack of combat experience or adventuring ability.
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In most cases, the precise extent of an NPC's knowledge does not need to be determined unless they hold particular importance to the campaign. Many individuals may lack even a single amateur-status ability, whether due to poverty, lack of education, physical or mental limitations or simply being too young to have acquired meaningful knowledge. However, in certain fields — such as [[Athletics (sage study)|athletics]] — even a single point of knowledge may provide noticeable benefits, allowing for minor but practical improvements in a character's physical ability.
  
 
== Gaining Additional Abilities ==
 
== Gaining Additional Abilities ==
All persons, regardless of their class or levelled-status, can be trained in any ''amateur'' sage ability through [[Instruction (sage study)|instruction]]. For example, an individual without any previous knowledge, and without the need to accumulate experience points, can be taught how to swim or cook, as these are both amateur-status abilities.  A person cannot be learn to be an authority or higher status without first being trained to become a levelled character (which is also possible through instruction).
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As previously stated, additional knowledge points can be acquired through [[Instruction (sage study)|instruction]], the specifics of which are detailed in the linked study. Any character, regardless of class, may learn any sage ability, provided they are able to successfully continue their training and can locate an instructor with sufficient knowledge to advance their understanding of that ability. There are no restrictions based on class, meaning a character can expand their expertise beyond their initial studies, provided they dedicate the necessary time and effort to learning.
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See [[Progenitor]]
  
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[[Category: Reviewed]]

Latest revision as of 05:27, 17 February 2025

Sage Ability.jpg

Sage Abilities encompass a broad range of skills and training that define a character's knowledge points and specialised capabilities. These abilities are organised into sage "studies", which serve as subject headings, and are further grouped under broader categories known as sage "fields". The system is designed to encompass all aspects of character knowledge and mundane abilities, including those that influence game mechanics such as magical research, combat, worldbuilding and even divine communication.

Most sage abilities incorporate elements of craftsmanship, detailed knowledge of the world, physical conditioning, mental development and magical practices that do not involve direct spellcasting. There are over a thousand sage abilities, many of which are currently just concepts outlined by this wiki. Over time, more of these abilities will be fully developed, and new ones will continue to be introduced. Due to their vast number, most player characters will never possess more than a fraction of them. However, as every character — player and non-player alike — is defined by their sage abilities, there will always be individuals in the world who specialiae in even the most obscure fields of knowledge.

Acquiring Abilities

Once a character's ability stats have been generated and their class selected, the player chooses one of the available sage fields. Most classes have four sage fields, though the druid has three and the bard — an unusual class — has sixteen. Once a field is chosen, the studies and sage abilities within that field are classified as “in field” for the character, while all other studies and abilities available to the class are considered "out of field."

The player then selects a study within the chosen field. Generally, each field contains four studies, though variations exist. Each study includes a set of sage abilities, some of which become part of the character's repertoire. There is no point-buy system involved; rather, advanced sage abilities become accessible as the character gains levels, as described below.

Sage abilities represent actions the character is able to perform. For example, a druid with the study of oceanography is automatically capable of swimming well — no die roll is required. The same character would also possess full knowledge of tides, understand which waters are safe, know the best fishing locations and be familiar with the basics of sailing. These abilities are assumed as part of the character's knowledge and do not require additional verification.

This system defines not only what the character can do but also what they cannot do. A character without sailing ability is incapable of functioning as a sailor, though they may still follow directions and gradually acquire the skill over time. This is achieved through instruction.

Ability Ranking

Starting with childhood, characters begin with no knowledge at all. As levelled individuals, their formal schooling starts at the age of ten, with more advanced training for their character class beginning between ages 13 and 15. Before entering the campaign, a character accumulates 10 knowledge points, which is sufficient to reach "amateur" status in their chosen study. At this stage, they acquire two or more sage abilities, forming the foundation of their expertise.

As the character advances in experience levels, they gain additional knowledge points, which are distributed across multiple studies, both within and outside their primary fields. Over time, these accumulated points allow the character to become an amateur in other studies, progressively acquiring new sage abilities in different areas of knowledge. Upon reaching 30 knowledge points in a single study, the character attains "authority" status. At this level, they unlock new sage studies that reflect a deeper and more specialised understanding of their field. Further progress allows them to achieve authority in multiple studies, each providing additional abilities. This progression continues as the character reaches "expert" status at 60 points and eventually "sage" status at 100 points.

As knowledge accumulates, the character evolves from having basic familiarity with a handful of abilities to becoming a well-rounded expert, mastering dozens of abilities within their class's scope — potentially covering sixty to seventy different skills. As long as the character continues to gain levels, this intellectual progression is inevitable. However, the order in which sage abilities develop and the extent to which each study advances depends on the early choices the player makes regarding the character's interests and focus.

Non-Player Characters

Throughout the game world, individuals — including children, hostile humanoids and intelligent monsters — possess varying degrees of knowledge in different studies, granting them their own sage abilities. Many non-player characters (NPCs) without an experience level still function as skilled specialists in their respective trades, such as cooks, mahouts, historians, musicians, brewers, moneylenders, beggars and farmers. These NPCs may have between s0 and 50 points of knowledge in a specific sage ability, acquired entirely through instruction rather than by gaining experience levels.

Unlike levelled characters, such individuals do not develop a broad range of knowledge across multiple studies or fields. However, they remain valuable sources of expertise and can provide training in specialised skills. A skilled gemcutter can teach a levelled character to cut a diamond, just as an experienced horse trainer can instruct someone in riding a warhorse, regardless of their own lack of combat experience or adventuring ability.

In most cases, the precise extent of an NPC's knowledge does not need to be determined unless they hold particular importance to the campaign. Many individuals may lack even a single amateur-status ability, whether due to poverty, lack of education, physical or mental limitations or simply being too young to have acquired meaningful knowledge. However, in certain fields — such as athletics — even a single point of knowledge may provide noticeable benefits, allowing for minor but practical improvements in a character's physical ability.

Gaining Additional Abilities

As previously stated, additional knowledge points can be acquired through instruction, the specifics of which are detailed in the linked study. Any character, regardless of class, may learn any sage ability, provided they are able to successfully continue their training and can locate an instructor with sufficient knowledge to advance their understanding of that ability. There are no restrictions based on class, meaning a character can expand their expertise beyond their initial studies, provided they dedicate the necessary time and effort to learning.


See Progenitor