Instruction (sage study)
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.
The tutoring character must first have at least an amateur status in Instruction, and must possess at least triple the amount of knowledge that might be taught. For example, an amateur instructor with 10 points of knowledge in swimming would be able to teach 3 points to a student; this may not be enough to raise that student to where he or she is an amateur, but even a single point in many skills can make a difference — while student with 3 points of knowledge in a given ability may complete their training elsewhere from a better instructor.
The instructor cannot increase another character's knowledge in any study beyond 12 points. Once the student has reached that threshold, further comprehension of the study must be gained through personal experience.
Knowledge is divided into two categories: physical and cognitive. Physical skills relate to training the student's musculature, build and reflexes, for sage abilities such as swimming, running, diving or climbing. Cognitive skills require 3 pts. in the ability to read and write before other instruction can be given; cognitive instruction may be artistic, such as acquiring artisanal skills; socially relevant, such as skills in law, religion or the occult; or scientific, such as instruction in alchemy, geology and medicine.
A physical knowledge point requires 2 weeks of training, after which the character rolls an abilities check in both strength and intelligence; a success in both indicates the character has acquired a point of knowledge. For each point of knowledge above 1 to be gained, a penalty of -1 is applied to both checks. For example, Gerard wishes to gain his 7th point in swimming; he has a strength of 16 and an intelligence of 10. When he rolls, he gains a penalty of -6 to both, meaning he must roll 10 or under for his strength and 4 or under for his intelligence (on a d20, of course). Naturally, Gerard can repeat his two weeks training over and over, until he succeeds in both rolls.
A cognitive knowledge point is gained in a similar manner, except that it requires 3 weeks of training and the check is made against the character's intelligence and dexterity (artisanal skills), intelligence and charisma (social skills), or intelligence and wisdom (scientific skills).
Instructors can teach knowledge points to a maximum of eight individuals per 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.
The sage abilities below are those acquired by a character through the study, according to status.
- Give Secondary Skill: grants an ability acquired by the instructor from his or her progenitor.
- Instruct: allows the character to make use of the study's teaching process, described above.
- Read & Write: gives characters knowledge of letters and comprehension.
- 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.
- 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.
- Read Magic: grants the ability to read and make use of magical scrolls originating from the Bard, Mage and Illusionist classes.
- 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.
- 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.