Difference between revisions of "Give Secondary Skill (sage ability)"

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'''Give Secondary Skill''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Instruction (sage study)|Instruction]] which enables the instructor to give like competency in secondary skills the character possesses from his or her [[Character_Background_Generator#Progenitors|progenitor]]. While possible, this does require investment and work on behalf of both the instructor and the student. Note that learning to [[Read & Write (sage ability)|read & write]] takes less time than indicated below.
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[[File:Give Secondary Skill.jpg|right|560px|thumb]]
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'''Give Secondary Skill''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Instruction (sage study)|Instruction]], essentially the embodiment of teaching rules that are explained on the Instruction page. They are repeated here for convenience:
  
In most cases, not only the knowledge but the surrounding environment are essential to the instruction. For example, to learn [[Sailing (sage ability)|sailing]], a ship is needed; to make glassware, a forge and materials must be employed; to teach performance, an audience must be found; [[Farming (sage ability)|farming]] will require a farm and a season of growth; and this experience, in turn, will grant the additional bonuses against environmental factors such as heat, disease and so forth.
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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 Points|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.
  
Because of those environmental factors, the student may be put in danger. To learn the diagnosis and treatment of farmyard disease, the student will be put in contact with that disease. Underground mining, [[Woodcutting (sage ability)|woodcutting]], [[Backstabbing (sage study)|backstabbing]], bribery, [[Foraging (sage ability)|foraging]], [[Pummelling|pummelling]] and gambling have inherent risks of their own.
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An instructor's 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.
  
As a guideline, any skill that does not require craftsmanship or book knowledge, such as [[Teamstering (sage ability)|teamstering]], sailing, [[Swimming (sage ability)|swimming]] or woodcutting, may potentially be completed in three months. A craft or in-depth subject, such as [[Medicine (sage study)|medicine]], glazier, performance, make art, weaving, tailor, metallurgy and so on, may possibly be completed in six months. Anything magical in nature, such as learning a single clerical or magical spell (which may only be that spell gained through a progenitor), may be gained in no less than nine months.
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== Teaching Process ==
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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 (sage ability)|swimming]], [[Running (sage ability)|running]], [[Diving (sage ability)|diving]] or [[Climbing (sage ability)|climbing]].  In contrast, cognitive skills necessitate a prerequisite of at least 3 points in the ability to [[Read & Write (sage ability)|read and write]] before instruction can commence. These cognitive skills encompass a broad spectrum, including artistic pursuits, socially relevant disciplines like [[Law & Policy (sage study)|law]], [[Religion|religion]] or the [[Occultism (sage study)|occult]], as well as scientific fields like [[Alchemy (sage study)|alchemy]], [[Geology (sage study)|geology]] and [[Medicine (sage study)|medicine]].
  
The student must spend no less than 50 hours a month under instruction, much of which will consist of practice and performance of the ability ~ but the student will make many mistakes in judgement and will be reliant upon the instructor at each stage.
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Gaining a single point of physical knowledge necessitates two weeks of dedicated training. Following this training period, the character undergoes an [[Ability Checks|abilities]] check, evaluating both their [[Strength (ability stat)|strength]] and [[Intelligence (ability stat)|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.
  
At the end of each month, if that number of hours was spent, the student makes both an intelligence check and a wisdom check. If either are successful, the character has succeeded in one month of training. If the check fails, an additional month and 50 hours must be spent by the student in training.
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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 (ability stat)|dexterity]]. Social skills are evaluated through checks combining intelligence and [[Charisma (ability stat)|charisma]], while scientific skills demand checks encompassing intelligence and [[Wisdom (ability stat)|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.
  
Once all the months of training are completed, the character will no longer need to be observed and will be capable of performing tasks on their own.
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Instruction is always tailored to individual sage abilities rather than whole studies.  Instructors have the capacity to impart knowledge points to a maximum of eight individuals within a single week.
  
The instructor will not be able to teach sage abilities that the instructor has acquired in a manner other than from a progenitor. The exception is made for progenitors because the instructor is more familiar with this skill than any other they have learned, as it has been a part of themselves for many years.
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== Other Factors ==
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In many cases, the surrounding environment plays a crucial role in the process of instruction. For instance, mastering skills like [[Sailing (sage ability)|sailing]] necessitates access to a ship, while crafting [[Glassblowing (sage study)|glassware]] requires the use of a [[Kiln|kiln]] and appropriate materials.  To teach [[Actor I (sage ability)|acting]], one must have an audience; acquiring expertise in [[Farming (sage ability)|farming]] demands access to a farm and weeks of a growing season. The experience gained from such hands-on training confers additional advantages, including enhanced abilities to contend with environmental challenges such as heat, [[Disease|disease]] and more.
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Note that these environmental factors can also expose the student to potential danger. For example, to learn about the diagnosis and treatment of farmyard diseases, students may need to come into contact with those diseases. Fields like [[Underground Mining (sage ability)|underground mining]], [[Woodcutting (sage ability)|woodcutting]], [[Backstabbing (sage study)|backstabbing]], [[Bribery (sage ability)|bribery]], [[Foraging (sage ability)|foraging]], [[Pummelling|pummelling]], and [[Gambling (sage ability)|gambling]] carry inherent risks that students must navigate as they acquire proficiency in these skills.
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See [[Hireling]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 22:42, 19 July 2024

Give Secondary Skill.jpg

Give Secondary Skill is an amateur-status sage ability in the study of Instruction, essentially the embodiment of teaching rules that are explained on the Instruction page. They are repeated here for convenience:

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.

An instructor's 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.

Instruction is always tailored to individual sage abilities rather than whole studies. Instructors have the capacity to impart knowledge points to a maximum of eight individuals within a single week.

Other Factors

In many cases, the surrounding environment plays a crucial role in the process of instruction. For instance, mastering skills like sailing necessitates access to a ship, while crafting glassware requires the use of a kiln and appropriate materials. To teach acting, one must have an audience; acquiring expertise in farming demands access to a farm and weeks of a growing season. The experience gained from such hands-on training confers additional advantages, including enhanced abilities to contend with environmental challenges such as heat, disease and more.

Note that these environmental factors can also expose the student to potential danger. For example, to learn about the diagnosis and treatment of farmyard diseases, students may need to come into contact with those diseases. Fields like underground mining, woodcutting, backstabbing, bribery, foraging, pummelling, and gambling carry inherent risks that students must navigate as they acquire proficiency in these skills.


See Hireling