Instruction (sage study)

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Instruction is a sage study in the fields of Salon and Training, that imparts knowledge points that the character has to other persons. In addition, the character is able to teach courage and basic sage abilities, such as literacy, enabling individuals to become soldiers and scholars.

Before assuming the role of a tutor, the character must meet two prerequisites: first, they must hold an amateur status in Instruction; second, their knowledge in the sage ability to be taught must be at least triple the amount that can be granted to the student. For example, an amateur instructor possessing 10 points of knowledge in swimming could teach up to 3 points of swimming to a student. Although this may not suffice to elevate the student to amateur status, even a single additional point in many skills can have a significant effect. A student who already has 3 points of knowledge would need to locate a more proficient instructor to continue his or her studies.

Instructors' capacity to enhance another character's proficiency in any field is limited to a maximum of 12 points. Once the student has achieved this level of knowledge, any further advancement in the subject must be acquired through personal experience and independent learning.

Teaching Process

Knowledge is divided into two distinct categories: physical and cognitive skills. Physical skills revolve around enhancing a student's physical attributes, such as muscle strength, physique, and reflexes, and are crucial for mastering abilities like swimming, running, diving or climbing. In contrast, cognitive skills necessitate a prerequisite of at least 3 points in the ability to read and write before instruction can commence. These cognitive skills encompass a broad spectrum, including artistic pursuits, socially relevant disciplines like law, religion or the occult, as well as scientific fields like alchemy, geology and medicine.

Gaining a single point of physical knowledge necessitates two weeks of dedicated training. Following this training period, the character undergoes an abilities check, evaluating both their strength and intelligence. Successful outcomes in both strength and intelligence checks indicate the character has successfully acquired one point of knowledge. The character is free to repeat this training regimen as many times as needed until they achieve success in both rolls.

Securing a cognitive knowledge point shares a similar approach, but the evaluation process varies depending on the specific category of cognitive skill being pursued. In the case of artisanal skills, the character's knowledge is assessed through checks involving both their intelligence and dexterity. Social skills are evaluated through checks combining intelligence and charisma, while scientific skills demand checks encompassing intelligence and wisdom. This diverse approach ensures that cognitive knowledge points are gained through a tailored assessment that aligns with the nature of the skill being acquired.

Instructors have the capacity to impart knowledge points to a maximum of eight individuals within a single week.

Study vs. Ability

Instruction is always given in specific abilities, NOT studies. A character who begins at 1st level with 8 pts. of knowledge in a given study has spent their class training having each ability inside that study raised to that amount.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Instruct: allows the character to make use of the study's teaching process, described above.
  • Read & Write: gives characters knowledge of letters and comprehension.

Authority Status

  • Level Training: provides the training necessary for a soldier-at-arms to advance to a levelled character, without the benefit of sage knowledge.
  • Child Schooling: recognises potential in children between the ages of 6 and 10 for potential level-status, while helping to nurture such individuals in their development.

Expert Status

  • Comprehend Arcane Book: enables the character to understand and make use of books that possess arcane knowledge, that being literature that cannot be understood by ordinary persons, often possessing semi-magical or magical properties.
  • Invitation to Teach: the character is offered a position and stipend from a notable college to continuously provide education for the completion of a character's levelled training, complete with sage knowledge.
  • Self-educate: removes the penalties against the character's acquisition of knowledge inside his or her chosen field of study, so that instead of rolling d8-1, the character rolls a d8. In addition, the character gains a +2 benefit when making ability checks when receiving instruction.
  • Practical Book I: create an authority-status book from the character's knowledge, known as a "practical book," which provides a +5 pt. benefit to an amateur when the individual is free to continuously consult the book as needed. Practical books may be written on any study in which the author possesses an authority status.

Sage Status

  • Invitation to Chair: the character is offered a deanship and sinecure as the disciplinary and advisory head of a prominent university.
  • Practical Book II: create an expert-status book from the character's knowledge, which provides a +5 pt. benefit to an authority when the individual is free to continuously consult the book as needed. Practical books may be written on any study in which the author possesses an expert status.
  • Write Arcane Book: describes a process in which the character is able to research semi-magical or magical qualities or features, while at the same time benefiting from those attributes. An arcane book may be plausibly invented on any subject, with limits as to which magical properties might be produced or conveyed to others. The Manual of Puissant Skill at Arms would be an example of such a book.

See also,
Bard Sage Abilities
Fighter Sage Abilities
List of Arcane Books
Ranger Sage Abilities
Salon (sage field)
Training (sage field)